Per-tile data such as TileIndex and salt are stored non-deterministically. ...
An unusual interaction has been found when using automatic navlink generation combined with Dynamic Modifiers Only navmesh generation. When an nav area is modified in a tile that contains an automat ...
With InstancedStaticMeshComponent, after calling AddInstance, an instance that’s far away gets culled because of additional logic that was added in 5.7 to This works correctly in 5.6 and the instanc ...
Navmesh has seams between some tiles that are actual edges rather than previously found "gaps" where it was a debug rendering issue. Pathfinding does fail between these tiles to go straight across. ...
Some components continue to dirty the navigation state even if bCanEverAffectNavigation is unchecked. Behavior appears very similar to an existing bug, [Link Removed] ([Link Removed]), which invol ...
When placing a NavLinkProxy in ChildActor, the link is not enabled by default. In this situation, setting SetSmartLinkEnabled to true does not establish the connection. You must first set it to fal ...
USplineNavModifierComponent was made available in UE 5.4. It generates several FAreaNavModifier instances covering a region with a certain thickness around a USplineComponent, and worked correctly u ...
When we changed the resolution in the config, if you open a map and then look at the navmesh, the resolution it shows is the updated one from the config (assuming you haven't overridden anything) ...
The problem is that the Cube is still loaded but "HiddenEd". It's AActor::bHiddenEdLayer property is set to true by the WorldPartition System. The Actor is dirty which makes the WP system pin it (wo ...