The problem is that the Cube is still loaded but "HiddenEd". It's AActor::bHiddenEdLayer property is set to true by the WorldPartition System. The Actor is dirty which makes the WP system pin it (won't get destroyed) until the level is saved.
Saving the level does result in proper navmesh generation in the current session but the saved nav mesh is incorrect...
The NavMesh generation code should probably ignore actors if AActor::IsHiddenEd() is true.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-309466 in the post.
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Component | UE - AI - Navigation |
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Affects Versions | 5.5, 5.6 |
Created | Aug 5, 2025 |
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Updated | Aug 6, 2025 |