When a raw NavModifierComponent gets added to a character it cuts a hole in the navmesh (as expected) but doesn't update the location with character's movement. And it should.

Steps to Reproduce

1. Open any project containing navmesh
2. Make sure navmesh is set up for runtime navmesh generation in Project Properties (4.7: RecastNavMesh.bRebuildAtRuntime 4.8: RecastNavMesh.RuntimeGeneration)
3. Open player pawn's blueprint
4. Add Nav Modifier component
5. Compile everything and start PIE
6. Show navmesh by typing show navigation (if it doesn't show anything leave PIE and enable navigation drawing in editor mode first)
7. Move player around. There'll be a hole in the navmesh where player started, but the hole doesn't follow the player. And it should.

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ComponentUE - AI
Affects Versions4.7
Target Fix4.8
Fix Commit2509813
CreatedMar 12, 2015
ResolvedApr 12, 2015
UpdatedApr 27, 2018