#I'm gonna create a thread for this so
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I managed to locate that the warning is coming from this node specifically.
I didn't notice at first that CreateMesh was a custom function in the blueprint. But inside that function I found this Add Instance node. If i disconnect this specific node then the warning disappears.
whats plugged into instance transform ?
hover over warning, does it say the same warning ?
That warning appeared because I disconnected the execute pin.
I tried adding simple collision to all the meshes that were plugged in as instanced meshes, but sadly that didn't help.
check the transform comming into that node
I tried following the transform, and it seems to be calculated with a bunch or different math nodes. Do you want me to try making a new transform and plug it in just for testing purposes?
ya just to test, make a transform in the same point, but don't use the maths just set it to something
see if you still get the warning
I just tried inputting this for fun, but the warning persists ๐
Since the warning is refering to the bounds i tried debugging the value:
All the 7 different instanced meshes seem to have min values lower than the max value bounds, so I assume that they are valid.
whats the error you get ?
LogNavigation: Warning: FNavigationOctree::AddNode: Empty bounds, ignoring HierarchicalInstancedStaticMeshComponent /Game/Maps/xPlaceholderx/Steadfast/L_Compound.L_Compound:PersistentLevel.BP_Spline_Plants_C_4.NODE_AddHierarchicalInstancedStaticMeshComponent-2.
does your mesh have collisions? (the static mesh)
I added a sphere simple collision.
Btw, this looks like a problem.
I'm guessing the component bounds box extent shouldn't be zero?
But I mean the local bounds seem to return valid numbers...
Ye and it is 0 if your meshes dont have collision but it could also just be due to load order
If you select your mesh try to disable CanEverAffectNavigation
and see what happens
In the static mesh or in the blueprint code?
in the bp, on the hism component
your creating it on runtime ?
if you dont have a hism component then there ye
just grab the ref and set it
Yeah I think this asset is creating them in the construct
I haven't written the code myself, so I am a bit unsure what is going on tbh
open up that custom function he made
this is how i usually work with hism
How are you spawning the meshes / spline, on a event begin play?
So the i put the blueprint somewhere in the level, and alread at that point the mesh is instanced and visible
so its running on construction script ?
Yes, it should be
Ah, yep I found it, it is run in the construction script
Toggling off all the Can Ever Affect Navigation in the components tab on the left did not affect the warning. The warning still appears
However going into all the static mesh assets and toggling off "has navigation data" will make the warning not appear.
Ah crap XD
To be honest no clue then
I know it can be due to these 2 things
Either faulty collisions so the bounds are invalid (i had a similar error a good while back)
Doesnt look like its the case for you
Or its the navigation system thats breaking
I think it loads before construction scripts
What you can try is you ope nthat custom function the other guy made find the return
There should be something like
AddHierarchicalInstancedStaticMeshComponent
DRag off that and set can ever affect navigation to false
Heres the weird point, is i create a new empty blueprint and create a new instanced mesh using the other mesh from before, then it does not show any warning
This is just a simple sanity test.
And this one does not show any warning...
๐
I'm going slightly crazy...
hehehe
hehehehehehhe
he
Alright, ill try to do this
The function doesn't seem to exist
I am in ue 5.6 btw
you see when you add that hism component to a bp you can set it right here in the details panel
but not if you create it on runtime as it seems
Oh btw the node this asset is using is the Add Hierarchcial instanced static mesh component.
I have no idea what the difference is, but it think that's why i can't see the can ever affect navigation node.
Lol, I can't even access it through the same way you showed me
i turned context sensitive off but i think it was the wrong node anyways it expected a pawn
Not even without the context sensitive checkbox haha
What kind of evil black magic is this ?
Are you using Unreal Engine 5.6?
5.5
5.6 is the black magic hehe
Btw, this warning did not occur for me in 5.5 before upgrading the project.
It seems to have started when I upgraded to 5.6.
Alright, I'm gonna head to bed. Thanks for your help in debugging this. I will probably write more in this thread tomorrow when I make my next attempt at solving it.
I tried disabling collision, and now the warning disappears...
I wonder if I'm missing something obvious about the collision settings in the static mesh or if it is something different. I mean I added a simple sphere collision and a simple box collision, so I am expecting it to find the bounds from that.
Also I tried to activate the collision in my test blueprint, but that blueprint still does not get any warnings about bounds. So it might also be some other node that is being spooky.
I also managed to see in the debugger that only one of the static meshes were set to Collision Enabled, meaning the remaining static meshes shouldn't be producing the warning.
Okay, so to make sure that the mesh isn't bugged or something I switched it out with the "/Engine/BasicShapes/Cube.Cube", but the warning still seems to appear. Meaning it must be a problem with the blueprint code somehow.
I also sanity checked that it indeed was the Cube static mesh creating the error. (Since the code is run multiple times)
And I can confirm that if I check if the static mesh is the cube, and skip that iteration, then the warning disappears (see image below). The unique thing to note is that it is only when the cube is added that the set collision node recieves Collision Enabled otherwise when all the other static meshes are added it is set to No Collision which does not cause a warning.
I simplified the code even more and removed the whole custom create mesh function.
This code still warns me.
so it's the cube, can you show that ?
maybe you need to put collision on the mesh in the mesh editor ?
since when collision is off it seems to work with no warning
I tried adding simple box collisions to all the meshes but the warning still appeared.
But if I toggled off Has Navigation Data on all the meshes, then the error disappeared.
I am honestly giving up on this weird asset. So I'm just gonna try hardcoding "No Collisions" in the Set Collision Enabled node and add the collider manually.
I will probably replace these assets with my own code since they have been causing me a load of headaches at multiple times before.
Thanks for still sticking around this long.
The cube is the default cube that we can spawn using the "Basic Shapes" menu in the level editor. Meaning the cube from the Engine.
So it should have a collision box by default.
i think its due to load order of navigation and construction script
Navigation loads in first and sees ahaa a spline but its empty == invalid bounds then the contruction script loads in the assets now the bounds are valid but the error was already thrown
im not sure tho