#I'm gonna create a thread for this so

1 messages ยท Page 1 of 1 (latest)

vernal eagle
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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.

silver pendant
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hover over warning, does it say the same warning ?

vernal eagle
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That warning appeared because I disconnected the execute pin.

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I tried adding simple collision to all the meshes that were plugged in as instanced meshes, but sadly that didn't help.

silver pendant
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check the transform comming into that node

vernal eagle
vernal eagle
silver pendant
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ya just to test, make a transform in the same point, but don't use the maths just set it to something

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see if you still get the warning

vernal eagle
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I just tried inputting this for fun, but the warning persists ๐Ÿ˜…

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Since the warning is refering to the bounds i tried debugging the value:

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All the 7 different instanced meshes seem to have min values lower than the max value bounds, so I assume that they are valid.

sullen ridge
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whats the error you get ?

vernal eagle
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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.

sullen ridge
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does your mesh have collisions? (the static mesh)

vernal eagle
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I added a sphere simple collision.

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Btw, this looks like a problem.

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I'm guessing the component bounds box extent shouldn't be zero?

vernal eagle
sullen ridge
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Ye and it is 0 if your meshes dont have collision but it could also just be due to load order

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If you select your mesh try to disable CanEverAffectNavigation

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and see what happens

vernal eagle
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In the static mesh or in the blueprint code?

sullen ridge
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in the bp, on the hism component

vernal eagle
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I don't think I understand

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Oh you mean here?

sullen ridge
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your creating it on runtime ?

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if you dont have a hism component then there ye

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just grab the ref and set it

vernal eagle
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I haven't written the code myself, so I am a bit unsure what is going on tbh

sullen ridge
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open up that custom function he made

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this is how i usually work with hism

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How are you spawning the meshes / spline, on a event begin play?

vernal eagle
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So the i put the blueprint somewhere in the level, and alread at that point the mesh is instanced and visible

sullen ridge
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so its running on construction script ?

vernal eagle
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Yes, it should be

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Ah, yep I found it, it is run in the construction script

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Toggling off all the Can Ever Affect Navigation in the components tab on the left did not affect the warning. The warning still appears

vernal eagle
sullen ridge
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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

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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

vernal eagle
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This is just a simple sanity test.

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And this one does not show any warning...

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๐Ÿ˜‚

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I'm going slightly crazy...

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hehehe

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hehehehehehhe

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he

vernal eagle
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The function doesn't seem to exist

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I am in ue 5.6 btw

sullen ridge
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im just guessing at this point btw XD

vernal eagle
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hm... interesting

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what version of unreal engine are you using?

sullen ridge
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you see when you add that hism component to a bp you can set it right here in the details panel

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but not if you create it on runtime as it seems

vernal eagle
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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.

vernal eagle
sullen ridge
vernal eagle
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Not even without the context sensitive checkbox haha

sullen ridge
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What kind of evil black magic is this ?

vernal eagle
sullen ridge
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5.5

vernal eagle
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Btw, this warning did not occur for me in 5.5 before upgrading the project.

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It seems to have started when I upgraded to 5.6.

vernal eagle
vernal eagle
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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.

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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.

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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.

vernal eagle
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I simplified the code even more and removed the whole custom create mesh function.

This code still warns me.

silver pendant
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maybe you need to put collision on the mesh in the mesh editor ?

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since when collision is off it seems to work with no warning

vernal eagle
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But if I toggled off Has Navigation Data on all the meshes, then the error disappeared.

vernal eagle
# silver pendant since when collision is off it seems to work with no warning

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.

vernal eagle
sullen ridge
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im not sure tho