Navmesh has seams between some tiles that are actual edges rather than previously found "gaps" where it was a debug rendering issue. Pathfinding does fail between these tiles to go straight across. ...
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 invol ...
When placing a NavLinkProxy in ChildActor, the link is not enabled by default. In this situation, setting SetSmartLinkEnabled to true does not establish the connection. You must first set it to fal ...
USplineNavModifierComponent was made available in UE 5.4. It generates several FAreaNavModifier instances covering a region with a certain thickness around a USplineComponent, and worked correctly u ...
When we changed the resolution in the config, if you open a map and then look at the navmesh, the resolution it shows is the updated one from the config (assuming you haven't overridden anything) ...
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 (wo ...
Automatically generated navlinks are failing to be detected by FNavMeshNodeFlags::IsNavLink. The area flag assigned to the navlink end points is not including the NavLinkFlag. ...
From the body of the ticket: We aim to do as much of the work off the game thread as possible to avoid impacting frame rate. We've recently found a crash during collection of the geometry slices fr ...
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 boun ...
The SplineNavModifierComponent does not have the same behavior as regular nav modifier components where the modifier can specify that it only replaces a given NavArea class. Setting the area class t ...