In UE 5.5, when loading a map and selecting "Build – Build Paths", the nav mesh is not generated on any BSP brushes (although it is correctly generated in static meshes). This did not happen in earlier Editor versions. The behavior is fixed for all brushes once any of them is transformed using a viewport widget or edited using the Details Panel in any way, or if a brush is added/removed to/from the level.
The problem might be related to the removal of the call AddLevelToOctree() from method UNavigationSystemV1::ConditionalPopulateNavOctree(), which makes the registration of nav octree elements depend on UNavigationObjectRepository and on component registration. Note that, during component registration, UStaticMeshComponent::OnCreatePhysicsState() calls FNavigationSystem::UpdateComponentData(), while class UBrushComponent does not override OnCreatePhysicsState() at all.
Note: the related UDN case contains repro steps with associated screenshots.
1. Create a new map from the "Empty Level" template
2. Place a "Cube" shape and adjust its scale to (4,4,1)
3. Place a "Box" geometry and adjust its scale to (2,2,1)
4. Place a "Nav Mesh Bounds Volume" and adjust its transform to include the cube and the box
5. Press "P" to display the generated nav mesh and verify that it is present on both the cube and the box
6. Save and reload the level
7. On the menu bar, select "Build – Build Paths". The nav mesh will incorrectly disappear from the box brush.
8. Translate the box brush a bit. The nav mesh will be correctly regenerated on it.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-238820 in the post.
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Component | UE - AI - Navigation |
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Affects Versions | 5.5 |
Target Fix | 5.5.3 |
Fix Commit | 39186234 |
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Created | Jan 14, 2025 |
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Resolved | Jan 14, 2025 |
Updated | Jan 24, 2025 |