Devlog · tag
navmesh
7 entries tagged “navmesh”.
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Clearance
Grass growing through the ground floor of walk-in houses in Unreal Engine 5.8, because the floor sits a few centimetres below the landscape and the grass blades are 35 cm tall; also a new estate with no navmesh at all, front gardens sealed off by the agent radius, benches imported facing backwards, a D3D12 "Too many residency sets" crash on loading a World Partition map twice, and a player left lying on a cell bed forever.
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Off Duty
NPCs stuck at zero speed just inside their own open front doors in mirrored houses, because the door's nav links ran along the hinge line where the open leaf lies; thousands of "Blueprint Runtime Error - Attempted to access BP_Citizen_C pending kill or garbage" lines from a None check that a destroyed actor passes; a council worker whose walk to work ended at a navmesh island; and a whole cast re-dressed in parametric MetaHuman garments from Fab, where a recolour bound on the mesh never showed because the build's Blueprint overrides material slot 0, a Fab shirt ignored OpacityMask, and a trouser waistband poked through every untucked shirt.
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Home Lights
A third-party C++ plugin that would not build in Unreal Engine 5.8 (UHT "Unable to find" on a using alias, TWeakObjectPtr operator bool deleted C2280, GetPolyAreaID C2660, GetAnimationBudgetHandle private C2248); a PIE crash on "Attempting to use a container element which already comes from the container being modified" when closing a looped road spline; a DirectionalLight that switched itself off 41 seconds into PIE because a house-lights system adopted it as a house light; ShowFlag.EyeAdaptation 0 outliving PIE and blowing the editor viewport white; navmesh routes over 61 cm garden walls where AgentMaxStepHeight 55 changed nothing; and NPCs who arrive at the chippy and stand outside against the wall.
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Keyholder
A Fab outfit that imported into Unreal Engine 5.8 at about a fifth of its size because Interchange quietly took over the FBX import and ignored FbxImportUI, skin poking through a fitted MetaHuman garment under animation, an NPC who stood at home all day with no error because her MoveTo destination sat off the navmesh, a front door that opened into her own hallway and blocked her, and a receptionist the town only spawned when the player was nearby.
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Party Wall
An Unreal Engine 5.8 river that drew no water for 2.9 km while buoyancy, current and water audio all still worked, a doorway cut into a wall mesh in Blender that made the navmesh vanish from a cellar staircase five metres away, a MetaHuman doorman who slid instead of walking because his in-place walk clip moved each foot about 1 cm, MetaHuman clothes that froze while the body animated, NPCs who could not open their own front doors, and a PIE session at 1 fps that made the MCP server report itself unavailable.
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Substantially Enclosed
An NPC who stops three metres short of a nightclub toilet because a 1.05 m doorway is too narrow for a navmesh agent radius of 35 cm, a heater whose emissive material pulsed to the music, a light A/B test in Unreal Engine 5.8 where 400, 120 and 0 lumens all looked the same, and a hall and cellar blown out white by a pinned exposure and the editor sitting on Low scalability.
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Nobody Walked In
Four sessions of navmesh work built a correct route from the street to the bar, and the NPC spawner never put a single body on it - plus the voxel arithmetic that stops stairs meshing, a door leaf that eats a doorway, and a coverage figure that read 100% because the question was wrong.