Using World Composition, moving the Navmesh and NavmeshBounds from the persistent level to a sub-level results in the size of the navmesh sub-level being roughly twice the size of the decreased size ...
Navmesh is setting some vertices to be quite above what would be the max step height of the agent when two platforms are aligned with one above the other. The navmesh may reach up to the upper platf ...
ARecastNavMesh.bPerformVoxelFiltering doesn't seem to be working anymore. ...
WP navmesh generation does not appear to work if a navmesh bounds volume is in a data layer. The navmesh will build if the data layer is activated when the build paths is started, but it will not lo ...
Licensee has reported a couple cases of an assert happening stemming from FRecastTileGenerator::AddReferencedObjects in a built game. They are limiting the MaxTileGeneratorTasks to 1. The crash occu ...
Whenever launching the UE5 Editor, it rebuilds the navmesh on the first map it opens. Reopening the same map again will not cause the navmesh to be rebuilt. It seems that the first time the map is o ...
Licensee found that memory being allocated during a resize in NavMeshMemory is not being tagged within LLM as NavigationMemory but show in LLM as Untagged memory. They do not have a callstack showca ...
Navmesh generation appears to have issues handling terrain and planes that are at 45 degree or steeper angles even if the agent max slope is set to allow for such movement. While the issue occurs at ...
Setting a single axis of an ISM negative results in navmesh not being generated on top of it. However, setting 2 axes to negative scale does have the navmesh generate as is expected. Also see more ...
If an actor contains multiple primitive components, it uses all of them for calculating navigation bounds even if some of the primitives are not marked as navigation relevant. Toggling navigation re ...