Description

Licensee found that memory being allocated during a resize in NavMeshMemory is not being tagged within LLM as NavigationMemory but show in LLM as Untagged memory. They do not have a callstack showcasing exactly where this happens, but they do remember that it went through RecastGeometryExport::StoreCollisionCache specifically on the line 

GeomExport.Data->CollisionData.Empty(CacheSize);

I have debugged through this part of the code using dynamic navmesh to trigger the functions mentioned by the licensee.

Steps to Reproduce
  1. Open a level with dynamic navmesh or create a level with dynamic navmesh. I used the level from the Third Person template.
  2. Add a movable static mesh actor to the level and enable Can Ever Affect Navigation on it. The blue chamfer cubes in the Third Person template also suffice.
  3. Enable LLM for the project by adding "-LLM" to the command line arguments.
  4. Add a debug point in NavMeshMemory::ForAnyElementType::ResizeAllocation.
  5. Attach VS Debugger to editor.
  6. PIE
  7. Start LLM by entering "stat LLM" console command
  8. Run into one of the movable cubes.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-165282 in the post.

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Backlogged
ComponentUE - AI - Navigation
Affects Versions4.27
CreatedSep 27, 2022
UpdatedOct 7, 2022