Streaming out the navmesh and streaming the area back into the world before the GC runs causes the navmesh streamed back into the world to only have navmesh tiles on a layer with tiles that would be above or below it missing. If you run with LevelStreaming.ShouldReuseUnloadedButStillAroundLevels 0, the navmesh tiles are streamed in as expected. This also works as expected if using WP Static navmesh with tiles on all layers still being present without the need to force GC or use the CVar.
This also affects navmesh tiles that are not in a Level Instance but have multiple layers.
Expected Result: The navmesh streams back in with all layers covered
Actual Result: The navmesh will only be on one layer of the meshes with the other layers missing their navmesh tiles.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-243852 in the post.
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Component | UE - AI - Navigation |
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Affects Versions | 5.5 |
Target Fix | 5.6 |
Fix Commit | 39827480 |
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Created | Feb 6, 2025 |
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Resolved | Feb 7, 2025 |
Updated | Feb 11, 2025 |