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Navmesh generating "blue arrow jump targets" regardless of island settings

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Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

AI

Summary

So I was trying to fix some lag spikes happening on my map because of guards (and due to the generated navmesh)…

I’ve also noticed that some navmesh “jump targets” (we don’t have any docs on this so I’ll call them “blue jump targets”) have been generated from my map, the issue is that they go through the floor, but how would an ai go through the floor ?

Well it was pretty obvious, the floor above my head on the screenshot has the “can be damaged” tag but it actually can’t since Envrionment Damage is turned off in island settings…


(After unchecking “can be damaged” on some floor props)

It’s not that I don’t like arrows or the color blue, but what does this mean ?

Does it impact performance ?
Do we need to set all props to “non damageable” eventhough island settings says that they can’t ?
Is even the navmesh generated on our client the one that’s also generated by the server ?
Do I keep calling them “blue jump targets” or can we have some proper doc on this ?
What about the other colors ? (light green, yellow, pink, orange, dark green?)

(Also why am I not able to ever generate a navmesh on top of some Fortnite props ? (Need to add a transparent floor/landscape inside of them))

Would be great to understand how all of this is working because I’ve done 12k lines of code on this project and the biggest lag issue we got is because of guards, thank you

Steps to Reproduce

Build something that looks like my screenshot

Expected Result

Navmesh “blue jump targets” should not be generated if the island settings says that there’s no environment damage (mostly if they take on performance I guess)

Observed Result

Too Many Arrows

Platform(s)

PC

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