The issue is seen when using a normal navmesh inside of a World Partitioned level. Adding a Nav Modifier Volume to a Level Instance, and placing the Level Instance in the world will affect the navme ...
Although the ISM component allows for enabling the flag for Fill Collision Underneath for Navmesh, it does not add the modifier for this to the navigation data for its instances. ...
User reports of stack overflow happening in canRemoveVertex in DetourTileCacheBuilder.cpp if a poly has more than 16 vertices. The array for edges is a fixed array and is written to without checking ...
When a NavmeshBoundsVolume or NavModifierVolume is parented to another actor in the outliner, navmesh is not updated along the volume when the parent actor is moved. If the volume is deleted and the ...
FRecastNavMeshGenerator does not cancel its async running tasks when destructing. This leads to leaking build tasks if any are running when the generator is destroyed. ...
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 ...