j.foucher 98de4dff6f Document PIE-only nav quirk: AI testing requires Standalone Game
Several attempts were made to fix a PIE-specific RecastNavMesh registration
failure that occurs when the editor's "Play" button calls OpenLevel(BaseLevel)
from inside a PIE session — the level's RecastNavMesh ends up pending-kill
and UE silently substitutes an empty AbstractNavData fallback, breaking AI
pathfinding. Workarounds tried (and reverted): cascading re-registrations
through RegisterNavData / OnInitializeActors / AddNavigationSystemToWorld /
Build / SpawnMissingNavigationData; intermediate transition map; duplicated
BaseLevel sublevel suffixed _default. None worked — the cause is internal
to PIE's OpenLevel handling.

Standalone Game and packaged builds initialize the nav system correctly,
so production is unaffected. Document the workflow so future contributors
don't waste time chasing this PIE-only bug.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-27 12:38:03 +02:00
2026-04-20 07:36:23 +02:00
2026-04-18 11:32:49 +02:00
2026-04-12 18:43:15 +02:00
Description
No description provided
733 MiB
Languages
C++ 92.7%
HTML 6.3%
C 0.5%
C# 0.5%