Im trying to get bots on my map, but every time I try to generate a nav mesh I keep getting the error saying that the nav mesh generation failed. Ive tried various ideas like using some of the pathing tools and surrounding the map with nav cutters, and I’ve still not had any luck getting a nav mesh. Im not sure what I’m doing wrong or what is off with my map. Has anyone else had this issue, and do you have any recommendations if you managed to get it to work?
same problem here still trying to find a fix tho
same here, i´ve been struggling with this for days to no avail
I’ve been having the same issue, it’s super frustrating. I found a way that fixed it for me though. I placed a bunch of nav cutters around the outside boundary of my map at max size to cut out a bunch of nav mesh data that isn’t needed, and it successfully generated the data after that. Hope this works for yall as well
If there’s any point where the ground of the map is in contact with ground outside the map it goes wrong. Nav cutter must be placed over the join… at least that’s what solved it fir me.
I Also Been Having Same Issue With A Failed To Generate Nav Mesh. With All The Nav I Placed Around My Map I Suspect That A Lot Of The Surfaces I’m Using Them On Can’t Generate Them. I Have Wall & Other Objects As Floor Areas.
This generally means that the map is generating too much nav mesh data. Use nav cutters to prevent the nav mesh from buildilng anywhere players don’t go. You can also try reducing the complexity of the playspace. You can toggle Nav Mesh Visualization ON in the Tools Settings menu to see where nav mesh is building. / not building.
Does that work even if generating the Mesh failed?
It will show if you ever successfully built nav mesh data.
If I understand you correctly, we are in a loop here:
- Nav Mesh won’t generate
- To see why, show Nav Mesh
- To show Nav Mesh, it needs to be generated successfully
- But Nav Mesh won’t generate…
Then use nav cutters to ensure nav mesh data can be kept to a reasonable size. Put them where you don’t want nav mesh to build. How large or complex is your playspace geometry? The terrain in Mires is particularly complex and could cause issues. We included nav cutters in the default canvases along the edges to make sure nav mesh didn’t generate huge amounts of data right at the start. If you deleted all objects from the default canvas you would have removed those default nav cutters.
I honestly appreciate, that you’re trying to help, but…I have a feeling, you’re not really reading the original post/what the issue is all about.
He wrote:
And I can confirm that.
https://forums.halowaypoint.com/t/need-help-getting-navmesh-running/557779
There are other posts, as well.
They all have the same issue:
Generating failed, cutters don’t help.
If that’s the case I’d strip all nav related objects from the map and then add new cutters to define a VERY small space to see if that will build. Then grow the nav mesh from there. I don’t have visibility into how folks are using nav mesh objects like jump hints or nav seeds – it’s possible that they’re using them incorrectly (an easy thing to do) or using too many and running into a hidden limit (which would be a bug).
If I have the time, I can try it that way.
In the meantime, if the Dev-Team wants to further research this issue, I gladly offer my map for an autopsy ![]()
https://www.halowaypoint.com/halo-infinite/ugc/maps/38dd3da7-b16a-498d-b83c-b044f2e1afb5
Or would it be better to use the support form and open a ticket?
Your map causes my Halo client to crash to desktop, not sure if that is happening for you.
I’m sorry to hear that - just tested it on my PC. Both Forge and Custom Games are loading fine ![]()
Also played it with a Fried 2 nights ago, which also worked.