Using Build Paths does not create a navmesh that also includes any Actors or Objects that are unloaded and spatially loaded. The navigation system appears to load the world within the navigable bounds and the actors will be loaded, but the navmesh build does not include them.
Increasing the verbosity of LogNavOctree to Verbose shows that the spatially loaded actors are not registered with the octree until after the navigation building completes. This has been tested and happens with projects from 5.4, 5.5, and 5.6 as well as Main.
Expected Result: The navmesh is generated on the plane and is cut out around the cube.
Actual Result: The navmesh is generated on the plane and does not account for the cube.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-298038 in the post.
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Component | UE - AI - Navigation |
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Affects Versions | 5.4, 5.5, 5.6 |
Target Fix | 5.8 |
Created | Jun 23, 2025 |
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Updated | Jul 28, 2025 |