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DA LogoDA LogoDungeon Architect Documentation
  • Unreal
  • Unity
  • Getting Started
    • Create your first Dungeon
    • Design your first Theme
    • Launch Pad Window
  • Grid Flow Builder
    • Create a Grid Flow Dungeon
    • Grid Flow Editor
    • Design a Grid Flow Graph
    • Key-Lock System
    • Mini-Map
  • Snap Flow Builder
    • Setup
    • Create a Module Database
    • Design your Modules
    • Connections
    • Register the Modules
    • Design Snap Flow Graph
    • Build the Dungeon
    • Level Streaming
    • Negation Volumes
    • Sample Game
  • Snap Grid Flow Builder
    • Introduction
    • Modules
    • Connections
    • Module Database
    • Create Flow Graph
    • Build Dungeon
    • Placeable Markers
    • Setup Key-Locks
    • Create Spawn Room
    • Finalize Graph
    • Setup Gameplay
    • Check Performance
  • Grid Builder
    • Introduction
    • Properties
    • Platform Volume
    • Theme Override Volume
    • Paint Mode
  • Advanced Theming
    • Theming Rules
    • Selection Rule
    • Transform Rule
    • Spawn Logic
    • Clustered Theming
    • Spatial Constraints
  • Advanced Dungeons
    • Marker Emitters
    • Query Interface
    • Event Listeners
    • Landscape Transformer
    • Navigation
  • Misc
    • Manual Installation

Navigation

Unreal Engine supports runtime navigation generation. However, a flag needs to be set in the projects setting.

Navigate to Edit > Project Settings > Navgation Mesh > Runtime > Dynamic

Runtime Navigation Mesh Generation

Runtime Navigation Mesh Generation

This will automatically regenerate the navigation on runtime generated dungeons. Be sure to have a Nav Mesh bounds Volume large enough to wrap the whole dungeon. There is an example in the quick start guide to automatically wrap the navigation volume around a dungeon after it has been built.

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