Some components continue to dirty the navigation state even if
bCanEverAffectNavigation
is unchecked. Behavior appears very similar to an existing bug, [Link Removed] ([Link Removed]), which involves a StaticMeshComponent, but in this case it’s reproducible using a BoxCollisionComponent instead.
Steps to Reproduce
1. Create an empty level with a
Plane
and a
NavMeshBoundsVolume
covering the plane.
2. Create a
Blueprint
derived from
Actor
.
3. Add a
BoxCollisionComponent
to the Blueprint.
4. Set the component’s collision preset to BlockAll.
5. Place an instance of this Blueprint in the level and uncheck
bCanEverAffectNavigation
on the instance.
6. Move the object around.
7. Rebuild the navmesh and enable navigation debug.
Expected Behavior
The NavMesh should generate across the entire plane without any gaps.
Actual Behavior
The NavMesh is generated with holes, and navigation debug shows “fake” blocking objects, even though
bCanEverAffectNavigation
is disabled.
Steps to Reproduce
Steps to Reproduce
1. Create an empty level with a
Plane
and a
NavMeshBoundsVolume
covering the plane.
2. Create a
Blueprint
derived from
Actor
.
3. Add a
BoxCollisionComponent
to the Blueprint.
4. Set the component’s collision preset to BlockAll.
5. Place an instance of this Blueprint in the level and uncheck
bCanEverAffectNavigation
on the instance.
6. Move the object around.
7. Rebuild the navmesh and enable navigation debug.
Expected Behavior
The NavMesh should generate across the entire plane without any gaps.
Actual Behavior
The NavMesh is generated with holes, and navigation debug shows “fake” blocking objects, even though
bCanEverAffectNavigation
is disabled.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-350551 in the post.
| 0 |
| Component | UE - AI - Navigation |
|---|---|
| Affects Versions | 5.6, 5.7 |
| Target Fix | 5.8 |
| Created | Oct 26, 2025 |
|---|---|
| Updated | Oct 28, 2025 |