Uploaded May 2026 | Updated September 2026, 2 weeks ago
WorldGen V1.11 adds runtime navigation mesh support for infinite procedural terrain. One checkbox on WorldStreamingManager spawns and manages a NavMeshBoundsVolume automatically — it follows the player, stays centred on the active streaming area, and restricts to above sea level. Add Nav Invokers to your AI characters and they'll pathfind across the procedural world.
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🌍 GET WORLDGEN
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► Get it on FAB: fab.com/listings/e4e93fbe-9326-40b8-a043-a809f788306a
► Project File: patreon.com/posts/159537007
► Free Playable Demo: patreon.com/posts/156846235
► Documentation: patreon.com/posts/156885289
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🎮 WHAT'S NEW IN V1.11
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✔ Enable Navigation — one checkbox, no level setup
✔ Auto-spawned NavMeshBoundsVolume that follows the player
✔ Nav restricted above sea level — no wasted tile budget underwater
✔ Nav Invoker support — on-demand tiles around each AI character
✔ Works with dedicated servers — nav builds from collision-only geometry
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⚙️ SETUP (30 SECONDS)
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1. Project Settings → Navigation System → Runtime Generation = Dynamic
2. WorldStreamingManager → Enable Navigation ☑
3. RecastNavMesh in level (place any NavMeshBoundsVolume and delete it)
4. Add Navigation Invoker component to AI characters
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🎮 SUPPORT & COMMUNITY
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► Patreon (project files, early access): patreon.com/cw/CodeLikeMe
► Subscribe: youtube.com/codelikeme
#UnrealEngine #UE5 #GameDev #ProceduralGeneration #IndieDev #OpenWorld #AINavigation #NavMesh #WorldGen #CppPlugin #UE5Tutorial #NavInvoker #ProceduralTerrain #AIPathfinding
WorldGen V1.11 adds runtime navigation mesh support for infinite procedural terrain. One checkbox on WorldStreamingManager spawns and manages a NavMeshBoundsVolume automatically — it follows the player, stays centred on the active streaming area, and restricts to above sea level. Add Nav Invokers to your AI characters and they'll pathfind across the procedural world.
────────────────────────────────────────
🌍 GET WORLDGEN
────────────────────────────────────────
► Get it on FAB: fab.com/listings/e4e93fbe-9326-40b8-a043-a809f788306a
► Project File: patreon.com/posts/159537007
► Free Playable Demo: patreon.com/posts/156846235
► Documentation: patreon.com/posts/156885289
────────────────────────────────────────
🎮 WHAT'S NEW IN V1.11
────────────────────────────────────────
✔ Enable Navigation — one checkbox, no level setup
✔ Auto-spawned NavMeshBoundsVolume that follows the player
✔ Nav restricted above sea level — no wasted tile budget underwater
✔ Nav Invoker support — on-demand tiles around each AI character
✔ Works with dedicated servers — nav builds from collision-only geometry
────────────────────────────────────────
⚙️ SETUP (30 SECONDS)
────────────────────────────────────────
1. Project Settings → Navigation System → Runtime Generation = Dynamic
2. WorldStreamingManager → Enable Navigation ☑
3. RecastNavMesh in level (place any NavMeshBoundsVolume and delete it)
4. Add Navigation Invoker component to AI characters
────────────────────────────────────────
🎮 SUPPORT & COMMUNITY
────────────────────────────────────────
► Patreon (project files, early access): patreon.com/cw/CodeLikeMe
► Subscribe: youtube.com/codelikeme
#UnrealEngine #UE5 #GameDev #ProceduralGeneration #IndieDev #OpenWorld #AINavigation #NavMesh #WorldGen #CppPlugin #UE5Tutorial #NavInvoker #ProceduralTerrain #AIPathfinding






