LCM Nav3D Free demo Get it on Fab

Troubleshooting

Problems in the order people actually hit them. Start with the Quick Triage table: it resolves most issues in under a minute.


Quick triage

Symptom Most likely cause Jump to
Agent doesn't move at all No navigation manager in the level §1
"No path" through a gap you can see Clearance Padding sealed it §3
Agent flies through walls Geometry not voxelized §4
Moving obstacles ignored Missing Dynamic Obstacle component §5
Can't find the demo maps Show Plugin Content is off §7
Frame rate drops Voxel resolution too fine §6
Long paths fail, short ones work Infinite-world streaming §3

The two diagnostics that answer almost everything

1. Turn on Draw Debug Volumes (navigation manager → 6. Debug).

This draws the octree. It tells you what the pathfinder actually sees, which is frequently not what you assume:

2. Check the Output Log (Window → Output Log) and filter for Lcm. The plugin logs the specific reason a query failed.


1. Nothing moves

Work in this order.

Is there a navigation manager?

Output Log shows LCMBTTask_FlyTo: No SVO Manager found in the level! → drag an LcmNavigationManagerSVO into the level. One per level, required.

Did the AI possess the pawn?

Can the pawn move at all?

It needs a movement component that supports flight. Floating Pawn Movement is the simple choice. Check its Max Speed isn't 0.

Is the goal set?

Print the blackboard key (or StateTree parameter). A goal of (0,0,0) means it was never set, or was set after the tree started.


2. Agent moves, but badly

Symptom Cause Fix
Jitters, vibrates in place Physics fighting navigation Set mesh collision to No Collision to confirm, then re-add carefully
Stops short of the goal Acceptance Radius too large Lower it, but not below one voxel
Overshoots and circles Speed too high for turn rate Lower Flight Speed or raise Deceleration Distance
Robotic square turns Grid-locked solver, no smoothing Use Lazy Theta* and Curved Spline smoothing
Sinks into the floor Insufficient clearance below Raise Clearance Padding slightly, or Min Voxel Size finer
Agents pile up on each other No separation Raise Separation Radius / Separation Weight, or use Predictive (ORCA) avoidance

3. "No path found"

First: is the goal reachable at all?

The classic: padding sealed the opening

This is the most common cause of a mystifying "no path".

If Clearance Padding is close to Min Voxel Size, obstacle inflation fills narrow openings completely. A 2 m doorway with 100 cm voxels and 100 cm padding can vanish entirely.

Fix: lower Clearance Padding, or lower Min Voxel Size so the opening survives the inflation. Confirm with Draw Debug Volumes: you should see free voxels through the opening.

Short paths work, long ones fail

Almost always an infinite world issue: the route crosses chunks that haven't generated yet.

Everything fails immediately

The volume never built. Check Auto Build On Play is on, or that you call BuildSVO. With Draw Debug Volumes on, you should see the octree at BeginPlay.


4. Agents ignore geometry

If agents fly through a wall, the wall isn't in the octree.

  1. Does the mesh have collision? Voxelization uses collision, not visual geometry. No Collision = invisible to navigation.
  2. Is its channel in Obstacle Query Channels? (3. Collision)
  3. Is Allowed Obstacle Classes filtering it out? Empty = allow everything, which is what you normally want.
  4. Was it added after the build? Static geometry is baked at build time. Something spawned later needs either a rebuild or a Dynamic Obstacle component.
  5. Is it too thin? Geometry thinner than a voxel can be missed. Lower Min Voxel Size, or thicken the collision.

5. Dynamic obstacles do nothing

  1. Does the actor have an LCM Nav3D Dynamic Obstacle component? Moving an actor without one changes nothing as far as navigation is concerned, and produces no error.
  2. Does its mesh have collision enabled?
  3. Is Update Distance Threshold too high? It won't restamp until the actor moves that far (default 50 cm).
  4. Reaction too slow? Lower Finite Obstacle Update Interval (default 0.1 s).
  5. Using Tracked Components? If the list is non-empty, only those components are tracked, so make sure the blocking one is in it.

See Tutorial 05.


6. Performance

Build is slow / hitches when streaming

Frame rate drops with many agents

Memory too high

Debug drawing is itself slow

Expected: it's a debug tool. Raise Debug Redraw Coalesce Seconds, or turn it off.


7. Editor and install

Problem Fix
Can't find demo maps Content Browser → Settings → Show Plugin Content
"Modules are missing or built with a different engine version" Rebuild; if it fails, your project is Blueprint-only. See Tutorial 01
Plugin absent from the Plugins window Wrong folder layout: must be YourProject/Plugins/LCMNav3D/LCMNav3D.uplugin
Fails to load, GetLastError 126 A Mass plugin dependency got disabled; re-enable MassEntity, MassGameplay, MassAI
Compile errors about StateTree or Mass types Same cause: an engine plugin dependency is off
EQS preview shows nothing in-editor Call Build SVO In Editor on the manager; EQS previews need navigation data without playing

8. Determinism and multiplayer

If you need identical results across runs (replays, lockstep, automated tests):

Path solving already runs on the CPU and is deterministic by design. Voxelization is the part that can vary: GPU execution order isn't guaranteed run-to-run, so force the CPU voxelizer when you need a bit-identical rebuild.


Still stuck?

Gather these before asking for help, since they identify most problems immediately:

  1. Draw Debug Volumes screenshot of the area that misbehaves.
  2. Output Log filtered to Lcm.
  3. Manager settings: Infinite World, World Extent/Chunk Size, Min Voxel Size, Clearance Padding.
  4. Which path you're using: Behavior Tree, StateTree, or Mass.
  5. Does the equivalent demo map work? If yes it's a setup issue in your level; if no it's an install issue.

Then bring them to the community Discord: https://discord.gg/nXkpD6uaBG

Open a Technical Support ticket in #get-help and you get a private channel with the author. First reply within 24 hours on weekdays. #support-faq there carries this same triage list, and #known-issues tracks confirmed defects with their workarounds - worth checking before you write.