The FailsafeArea of NavModifierVolume is generated at a different location from the center of the actor when it rotated. This means that the effect of rotation is incorrect. (see attached file)
Workaround:
void UNavModifierComponent::CalcAndCacheBounds() { //... if (ComponentBounds.Num() == 0) { // Bounds = FBox::BuildAABB(MyOwner->GetActorLocation(), FailsafeExtent); FVector BoxOrigin = FTransform(MyOwner->GetActorRotation().Quaternion()).InverseTransformPosition(MyOwner->GetActorLocation()); Bounds = FBox::BuildAABB(BoxOrigin, FailsafeExtent); ComponentBounds.Add(FRotatedBox(Bounds, MyOwner->GetActorQuat())); } //... }
1. Create a new Blueprint Actor.
2. Add StaticMeshComponent and assign Cube Mesh.
3. Add NavModifierVolume Component.
4. Set the StaticMeshComponent to "NoCollision".
5. Added NavMeshBoundsVolume to Level.
6. Add the created actor to Level.
7. Select actor in viewport and change "yaw".
Then, NullArea of NavModifierVolume is applied at a distance from center of the actor.
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Installer 4.10 failed with error code R-1603
An error occurred while trying to generate project files !?
How can i modify the param name in EQS node
What method is used to fill polygonal regions when drawing spline mesh at run time?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-92064 in the post.