get_navigation_data
Retrieves navigation data, NavMesh bounds volumes, and whole-world navigability for a specified world. Diagnoses missing navmesh tiles when AI pathing fails; world='server' is authoritative.
Instructions
Inventory of navigation in a chosen world: every ANavigationData actor (the RecastNavMesh included) with its class, every NavMeshBoundsVolume with its location, and whether the world is flagged whole-world-navigable. The first thing to read when AI will not path -- no bounds volume, or a volume with an empty brush, means zero navmesh tiles. Errors honestly if the world has no navigation system at all. World-aware: world='editor' (default) | 'server' | 'client' | 'pie:N' | 'pie'. WARNING: The navmesh is SERVER-AUTHORITATIVE: asking a client answers "Navigation System not found" while the server's navmesh is perfectly alive, so anchor world='server' -- and the reply stamps world_name/world_package/net_mode/pie_instance so you can prove which one you asked.
Returns: { world: string, navigation_data: [{ name: string, class: string }], navigation_data_count: number, nav_bounds_volumes: [{ name: string, location_x: number, location_y: number, location_z: number }], nav_bounds_volumes_count: number, navigation_system_available: bool, is_whole_world_navigable: bool, world_name: string|null, world_package: string|null, world_type: string|null, net_mode: string|null, pie_instance: number }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| world | No | Optional world selector: absent/'editor' (default) | 'server' (the PIE world with authority -- the ONLY one that owns a navmesh) | 'client' | 'pie:N' | 'pie' (ambiguous) | 'game' (alias of 'pie'). An unrecognised value FAILS naming the worlds that exist; it never falls back to another world in silence. |