This avoids unnecessary collision gathering as well a preventing unnecessary tile dirtiness.
Also resolves issue in Z where an NavModifierVolume would incorrectly dirty a tile below itself if within agent radius.
Addition of n.UseTightBoundExpansion console command to revert back to previous behavior as a fallback precaution.
#jira UE-127165
#rb Mikko.Mononen
#fyi Frederic.Doll
#fyi Guillaume.Guay
#preflight 6377b9d3f514e1ded9ba198b
[CL 23197691 by Aris Theophanidis in ue5-main branch]
* Adding forward declarations
* Adding "inline" in front of const/constexpr variables in headers
* Adding includes
* A few moves of ctor/dtor to cpp file
#preflight 6372b3ac0c74adb48b49f313
#rb none
[CL 23130896 by henrik karlsson in ue5-main branch]
Addition of tile building statistics
Addition of partitioning type, navdata count and triangle count
Addition of profile tags in the tile generation
#jira none
#rb Mieszko.Zielinski
#preflight 636a92b7dc30a4ce96a8b738
[CL 23032335 by Aris Theophanidis in ue5-main branch]
Add bDrawTileBuildTimes property to display last tile build time
Add bDrawTileBuildTimesHeatMap property to display the navmesh as a colored heat map of tile build time
Fix UNavMeshRenderingComponent not clearing labels when they where turned off
Allow DebugLabels to be displayed in 2D on screen
Add draw distance clipping for navmesh label rendering
Addition of profile tags in NavMeshRenderingComponent
#jira none
#rb Mieszko.Zielinski
#preflight 63640460d308b70e6607fc77
#preflight 6364089cf233f06a1266b061
[CL 22960500 by Aris Theophanidis in ue5-main branch]
Tested compiling fortnite, unrealeditor, lyra, qagame with non-unity/pch
#preflight 63635997876630122adeab9f
#rb none
[CL 22958990 by henrik karlsson in ue5-main branch]
- add ways to see the heightfield bound (and max height)
- improve logging for components added to the NavOctree
#rb aris.theophanidis
[CL 22792849 by frederic doll in ue5-main branch]
Note: At CL 21589037, FRcTileBox has been fixed to avoid including tiles that are just touching bounds borders so this applies the fix to GetNavMeshTilesIn() as well.
#rb Mieszko.Zielinski
#jira none
#preflight 634eec11864d9be23637affb
[CL 22607428 by Aris Theophanidis in ue5-main branch]
- fixed DetourNavMeshQuery storeWallSegment() returning some segments in reverse
- fixed degenerate cases in polygon clipping
- change corridor expansion to take fixed area cost into account to not expand to hard to reach areas
#rb Mieszko.Zielinski
#preflight 6349200d3c37eed48151e71d
[CL 22539724 by mikko mononen in ue5-main branch]
Issue was IsActorInitialized() never returns true in the editor world.
#rb aris.theophanidis
#jira UE-166563
#lockdown julien.marchand
#preflight 63486908ce524ed3569bae84
[CL 22514780 by stephen holmes in ue5-main branch]
Issue was that the nav mesh bounds were not offset which was preventing offset dynamic navmesh from generating.
#review-22328259
#preflight 633c09c2bd3c9b60f2b5bd42
#jira UE-161611
[CL 22330478 by Stephen Holmes in ue5-main branch]
It's not meaningful since loading and unloading parts of the world triggers it.
#jira UE-150793
#rb Mieszko.Zielinski
#rb Mikko.Mononen
#preflight 6336f6c2b34118b9b4a6c907
[CL 22279070 by aris theophanidis in ue5-main branch]