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NavMesh errors and flying NPCs

Not a Bug 1.19

Hi! Asset was set up following the guide. Everything looks fine but there's one random door (not detectable by entity.find_id) and NPCs in the outpost are flying. What do you think could be the problem? Maybe we need to snap the monument to the terrain somehow in the RustEdit?

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Strange, I will have to check it facepunch changed anything. I’ll be able to check in a few hours. Did you change anything or is it just by the guide on YouTube?

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I'm not sure if this is related but surely seems like it. Also no NPCs are moving in the compound even those who seem to be on the ground. Googling points that error to an NPC placement/spawn error

 

Edit: no other parts of the map were changed

photo_2024-03-01_23-29-23.jpg

photo_2024-03-01_23-25-46.jpg

Edited by vvxxqq
update

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Ah right, yeah they don’t move since it’s a fully custom outpost. They still function the same. As for the floating it’s because that’s how they are on the default outpost. They are basicly all one prefab that’s the one used in the default outpost. Think it’s called sci compound or something like that, you could delete it and add them manually if you wanted to. 

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Yeah deleting the prefab works. However even if we spawn NPCs back from the console they won't move and sometimes will float. Would you know any possible fixes to that, another plugin maybe? It seems like they won't snap to the mesh even though the compound was pixel-to-pixel height adjusted to the original

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If it's on the buildings I think the mesh is higher than the roof itself so they will float, for plugins I would probably use bot respawn.

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