Updates to dynamic navmesh cause navlinks to reset to their default state. Navigation still shows the path as accessible even though it isn't.

This is a regression from 4.23.1 (CL-9631420) where this setup was working.

Steps to Reproduce
  1. Download and open the attached project
  2. Check that the passage on the map is blocked because of disabled navlink
  3. Enter the first trigger to enable navlink
  4. Pass through the navlink passage
  5. Enter the second trigger to modify navmesh
  6. Try to return through the passage

Results: Navlink behaves as disabled though it is still enabled

Expected: Character can pass through the navlink

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ComponentUE - AI
Affects Versions4.24
Target Fix4.26
Fix Commit14524811
Release Commit14524811
CreatedDec 16, 2019
ResolvedOct 20, 2020
UpdatedApr 22, 2022
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