hey, about three months ago we started getting issues with one of our game’s monsters completely failing to navigate throughout its room. we couldn’t figure out the issue at the time but have now realized the Navigation Mesh randomly misses entire chunks of the map.
remember that our NPC worked as intended before this mysterious change to the pathfinding system.
this bug is completely inconsistent. it will disappear and reappear chunks at random.
the bug’s common enough to where it ruins the experience for a good chunk of players upon encountering our pathfinding NPC Figure in the game just for it to walk into a wall and do nothing for the rest of the playthrough.
even after completely recreating & rewriting this NPC, the pathfinding/navigation mesh is still completely breaking for us, both in studio and in-game (in a different testing experience).
we just can’t figure out this bug. it has completely wasted about a week of development. we think it’s linked to maybe some sort of engine change done around 3 months ago that changed how pathfinding and the Navigation Mesh function; we’ve asked another developer and they’ve had a very similar issue with the Navigation Mesh randomly missing entire chunks of a map. we cannot ship our game’s update out without this bug being fixed as it genuinely ruins the experience.
We are experiencing similar issues with the navmesh in nico’s nextbots to the point where it has made one of our maps completely unplayable. None of our bots are working since entire chunks of the navmesh would just disappear whenever a state change happened.
This has never happened to us before. We’ve tried every possible fix, but nothing works. The navmesh just fails to recalculate, even after we revert all of our changes.
I’m not exactly sure what causes this, but I believe it has something to do with the way pathfinding modifiers are handled internally, as we’ve only observed this on maps that do make use of them.
I’m hoping this gets resolved quickly as this is severely impacting our game.
Roblox pathfinding is such a joke and ue3 had better pathfinding. It’s also so damn difficult to make it work correctly on moving targets and Roblox never gives solid examples in the documentation
How do you check the navigation mesh during a running game? It disappears whenever I start a Studio test. I’m wondering if the problem you’ve described could maybe be the culprit behind a pathfinding issue I’ve been having in one of my Piggy fangames.
Some thing I found out was that the navmesh only disappears during runtime.
Maybe try using custom a* pathfinding, because honestly using rblx pathfinding isn’t worth it.
Same issue happens to my game, one if i remember that it happened months ago and I’ve seen it in one of my beloved game often, tried to bounce the NPCs back but it still wouldn’t restart it’s path to find
its really an engine bug/update, i had a game i never updated for like 6 months with this kind of thing and it became unplayable even though no one other than me has access to edit the game and i didnt edit anything for months…
i just found it out because of this post, this is 100% an engine update or bug.
Hi NicolaiXeno,
I’ve been investigating the navmesh issue you reported and managed to reproduce it in the repo you provided. I found that the problem arises because several base parts are positioned at an extremely low Y coordinate (Y=-999390).
Workspace.nn_outpost.nn_outpost.outer_props.foliage.Bush2 Pos: 311.48492431640625, -999390.125, -190.41192626953125
Workspace.nn_outpost.nn_outpost.outer_props.foliage.Snowy Tree 6.Trunk Pos: 311.48492431640625, -999390.125, -190.41192626953125
Workspace.nn_outpost.nn_outpost.outer_props.foliage.Snowy Tree 6.Snow Leaves Pos: 311.48492431640625, -999390.125, -190.41192626953125
We’ve previously encountered and fixed issues when base parts are placed at extreme depths, but this instance seems a bit different, and we’re still working on a solution.
As a temporary fix, you can resolve this issue by deleting the base parts at Y=-999390. Also, please check other problematic places to see if they have base parts positioned at unusually high or low locations. Removing these could potentially fix the issues as well.