98de4dff6f60377c6cd2d29b2664ba7809b6359a
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>
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