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. ...
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 ...
The result is that nothing states why the path returns blocked or pathfinding stops. There should be a log of at least a warning about the improper capsule setup. ...
If trying to find NavLinkProxy with SimpleLink and SmartLink enabled by searching the path, sometimes CustomLink is not found (CustomLinkId=0). Since only one NavLinkProxy is located on the level, ...