When a raw NavModifierComponent gets added to a character it cuts a hole in the navmesh (as expected) but doesn't update the location with character's movement. And it should.
1. Open any project containing navmesh
2. Make sure navmesh is set up for runtime navmesh generation in Project Properties (4.7: RecastNavMesh.bRebuildAtRuntime 4.8: RecastNavMesh.RuntimeGeneration)
3. Open player pawn's blueprint
4. Add Nav Modifier component
5. Compile everything and start PIE
6. Show navmesh by typing show navigation (if it doesn't show anything leave PIE and enable navigation drawing in editor mode first)
7. Move player around. There'll be a hole in the navmesh where player started, but the hole doesn't follow the player. And it should.
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Installer 4.10 failed with error code R-1603
An error occurred while trying to generate project files !?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Head over to the existing Questions & Answers thread and let us know what's up.