Description

Per-tile data such as TileIndex and salt are stored non-deterministically.

Steps to Reproduce
  1. Create a new level using the Open World template.
  2. Place a NavMeshBoundsVolume and adjust its size.
  3. Save the level and confirm that RecastNavMesh-Default has been saved.
  4. Select RecastNavMesh-Default in the Outliner.
  5. Right-click menu > Copy Selected Actor(s) File Path to confirm the file location.
  6. In Windows Explorer, copy the file to create a backup for comparison.
  7. Run Build Paths in the editor and re-save RecastNavMesh-Default.
  8. Perform a binary comparison between the newly saved file and the backup saved at step 6.

Result:

The file differs on every build.

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Won't Do
ComponentUE - AI - Navigation
Affects Versions5.65.7
CreatedMar 2, 2026
ResolvedMar 9, 2026
UpdatedMar 10, 2026
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