spawn_navmesh_bounds_volume
Spawn a NavMesh bounds volume with a real cube brush at a chosen location, creating non-empty navigation bounds so navmesh tiles can build without manual editor placement.
Instructions
Spawns a navigation mesh bounds volume at a specified location with optional extent, and builds a REAL cube brush so the volume has non-empty nav bounds (an empty brush yields 0 navmesh tiles). No hand placement in the editor UI required. The brush is RE-READ off the spawned actor after building (poly count from its UModel, bounds from the actor), so nothing in the payload is a hand-written claim.
Returns: { actor_name: string, actor_path: string, location_x: number, location_y: number, location_z: number, extent_x: number, extent_y: number, extent_z: number, brush_built: bool, has_brush_geometry: bool, brush_present: bool, brush_poly_count: number (-1 = no UModel/no editor-only Polys data), brush_empty: bool, bounds_valid: bool, bounds_extent_x: number, bounds_extent_y: number, bounds_extent_z: number, bounds_extent_actual: { x, y, z }, bounds_origin_actual: { x, y, z }, actor_scale: { x, y, z }, location_actual: { x, y, z }, requested: { extent }, success: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| extent | No | Optional [X, Y, Z] **SEMI-EXTENT** (half-extent) in cm (defaults to [1000, 1000, 500]). The built cube's FULL edge length is 2x this on every axis -- e.g. extent [1000, 1000, 500] yields a 2000 x 2000 x 1000 cube. Echoed back under `requested.extent`; what the actor ended up with is `bounds_extent_actual`. | |
| location | No | Optional [X, Y, Z] world location (defaults to origin) |