diagnose_navmesh
Diagnose Unreal navmesh issues by reporting nav bounds, Recast tiles, invoker generation, and volume validity, then returning an actionable fix list.
Instructions
One-call navmesh diagnosis: reports every ANavMeshBoundsVolume (brush validity + world extent — detects the EMPTY brush = 0 bounds that yields 0 tiles), inclusion/total nav bounds, bWholeWorldNavigable, invoker-only generation + registered invokers, the RecastNavMesh MaxTiles / built (active) tile count / RuntimeGeneration, and is_spatially_loaded per volume, plus an actionable diagnosis list. Read-only.
Returns: { world, has_authority, nav_system_present, whole_world_navigable, generate_only_around_invokers, supported_agent_count, nav_data_count, is_navigation_dirty, nav_bounds_volume_count, nav_bounds_volumes:[{actor_name, actor_label, is_spatially_loaded, brush_present, brush_empty, bounds_valid, bounds_extent:{x,y,z}, brush_poly_count, note}], registered_nav_bounds_count, total_nav_bounds:{valid, min:{x,y,z}, max:{x,y,z}, extent:{x,y,z}}, invoker_component_count, invoker_location_count, invoker_seed_bounds_count, recast_navmesh_present, recast:{name, runtime_generation, supports_runtime_generation, max_tiles, active_tile_count, tile_size_uu, is_spatially_loaded}, diagnosis:[string], success, world_name, world_package, world_type, net_mode, pie_instance }. On a CLIENT world (has_authority=false) the heuristics are suppressed and diagnosis says so first: a client with no nav system / no RecastNavMesh is EXPECTED, and rebuild_navigation is NEVER recommended from there.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| world | No | Optional world selector: absent/'editor' (default) | 'server' (**the one you want in PIE**: the navmesh is SERVER-AUTHORITATIVE, so only the authoritative world has a nav system and a RecastNavMesh) | 'pie' (ambiguous: PlayWorld, else the first PIE context -- may well land on the CLIENT) | 'client' | 'pie:N' | 'game' (alias of 'pie'). |