Bug in Navmesh Generation - Ground Holes

Navmesh doesn’t get connected at the edges of ground holes:

Moving the ground hole to the right moves the gap with it:

What a disappointment after spending hours to make this cave

Update 1:

Height clearance, or just the height of the hole does not matter:

Neither the type of ground hole:

But copying the cave section in the pacific cave map and redoing navmesh works for some reason:

What is wrong? Why does the navmesh generate correctly on the pacific map and not on the stalingrad one? The stalingrad example even has the simplest shapes and still won’t work?

@Enginya If your time allows, could you take a look?

Testing BLKs

scene.blk.txt (87.9 KB)

scene.blk.txt (63.2 KB)

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Try to use some terraforming or maybe better to cover all dungeon with holes + terrain patches or other rendinsts for surface. After that rebuild NavMesh and remove changes (or save latest changes in seperate file). In screenshots I used terraforming.



Probably will be better to do it completely or until a bit stright flat area.

Looks like that it works the same way.



Probably just NavMesh Generator in editor a bit outdated and don’t see this new feature.

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Try to use some terraforming or maybe better to cover all dungeon with holes + terrain patches or other rendinsts for surface. After that rebuild NavMesh and remove changes (or save latest changes in seperate file). In screenshots I used terraforming

I think the paths are flat and even enough. The navmesh only breaks at the ground holes.

Unfortunetly i cannot do this on my map. (or maybe) But i get what you suggest here. The AI will follow the upper paths and when it gets to the lower one it should keep going. Good idea! But if there is no connection between the two, the AI will never go that way?

Probably just NavMesh Generator in editor a bit outdated and don’t see this new feature.

This is also true for ladders. I had to remake the entraces because i thought navmesh is now generated for ladders too.

Then maybe try it?

Almost. Bots will always try go to capture points. Probably in normal scenario they will not go there. But if you rotate/move respawn points straight to enterance… Then some chances that they will try select this path and as result fall into cave.

Hi, Ground Holes are not supported in Sandbox navmesh re-generation for now. Those are new feature and not supposed to be used in mods currently. You should avoid re-generating navmesh at those positions. Hopefully we will add Ground Holes support soon enough. As well as client assets and AI covers and jump links re-generation.

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