Context Recast lets you configure multiple agent types in Project Settings > Navigation System > Supported Agents. When agents have unique settings such as agent radius, building a nav mesh results ...
Context The Recast module has a helper struct rcScopedDelete for allocating, resizing and automatically freeing the allocated memory when the struct goes out of scope. Its allocation functions can ...
Context Projects can turn on the project setting bDoFullyAsyncNavDataGathering to execute navigation mesh building tasks on worker threads. Some of these tasks will access the NavOctree, whose life ...
When bFailedNavLinkNavLink is enabled in RecastNavmesh, some NavLink points are debugged and others are not depending on the position of the NavLink point. In the sample project, enable bFailedNavL ...
In a mesh asset, setting Navigation>IsDynamicObstacle=true will make the Navigation / Cylinder Collision projection appear in a wrong position. As described in the case, the fix should reside in Na ...
The navigation system has errors in the log for agents still being mapped to navigation data in CleanUp. This appears to stem from agent step height being recalculated in ARecastNavMesh::SetConfig i ...
When using static or dynamic modifiers only navmesh, there are times that the navmesh will build and display correctly in editor, but it does not get properly loaded at runtime (PIE/SIE). The Recast ...
User is reporting a bug where there are cases that a polygon in a navmesh tile will not generate an edge. This seems to be where only part of the polygon side would be part of the edge, but the rest ...
The Build All Levels editor action cleans up the world's NavDataSet (UNavigationSystemV1::NavDataSet) as pre-rebuild world cleanup by calling: SetNavigationSystem(nullptr); inside UWorld::Cleanu ...
When creating a PackedLevelActor by packing multiple StaticMesh, the navmesh isn't generated correctly on top of it. In detail, navmesh is generated by splitting on navtiles. This is probably due to ...