The show flag for ZoneGraph lives in the ZoneGraphEditor module, but it is used for debugging at runtime by the main ZoneGraph module. There are protections around the type of build and some for EDITOR_ONLY, but these do not completely encapsulate the flag's usage. The ability to see ZoneGraph navigation data in a debug/development build is highly useful and in line with how the navmesh system operates.
Expected Result: ZoneGraph shapes are shown for the road and sidewalk where traffic and the crowd can move around.
Actual Result: Game crashes for missing show flag.
UnrealEditor_Engine!FEngineShowFlags::GetSingleFlag()
UnrealEditor_ZoneGraph!`UZoneShapeComponent::CreateSceneProxy'::`2'::FZoneShapeSceneProxy::GetViewRelevance()
UnrealEditor_Renderer!FRelevancePacket::ComputeRelevance()
UnrealEditor_Renderer!`FRelevancePacket::LaunchComputeRelevanceTask'::`12'::<lambda_1>::operator()()
UnrealEditor_Renderer!UE::Tasks::private::FTaskBase::TryExecuteTask()
UnrealEditor_Renderer!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __ptr64 __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`UE::Tasks::private::FTaskBase::Init'::`2'::<lambda_1> >'::`13'::<lambda_1>,0>::CallAndMove()
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask()
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask()
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerLoop()
UnrealEditor_Core!`LowLevelTasks::FScheduler::CreateWorker'::`2'::<lambda_1>::operator()()
UnrealEditor_Core!FThreadImpl::Run()
UnrealEditor_Core!FRunnableThreadWin::Run()
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-256958 in the post.
0 |
Component | UE - AI - Navigation |
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Affects Versions | 5.5 |
Target Fix | 5.6 |
Fix Commit | 40870295 |
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Created | Mar 18, 2025 |
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Resolved | Mar 19, 2025 |
Updated | Mar 22, 2025 |