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1

Infected pass closed doors on script-spawned buildings after navmesh regen; UpdatePathgraphEntityState false

1

State

Assigned
Issue key
DZG-1791
Access
Public
Space
DayZ
Project
Stable Feedback
Creator
dayzinvasion
Created
Oct 22, 2026
Views
21
Platform
PC Steam
What happened?

On a server where buildings are added at mission start, infected walk through closed doors of those buildings, even after the navmesh has been regenerated with the buildings in it. The buildings are added with CreateObjectEx(..., ECE_SETUP | ECE_UPDATEPATHGRAPH | ECE_CREATEPHYSICS | ECE_NOPERSISTENCY_WORLD) via DayZ Editor Loader.

After regeneration, infected correctly path around the buildings and through their doorways. Walls, interiors and props all work. But opening or closing a door on these buildings never changes the navmesh, so a closed door doesn’t block infected. The same building classes placed in the terrain (e.g. Land_Mil_Barracks2) block infected correctly when their doors are closed.

The 1.30 script comment above UpdatePathgraphEntityState in World.c mentions that “navmesh persistence for runtime structures” is a planned follow-up, so this may be the known gap. Server owners who add mapping have no way to make doors on those buildings work.

Reproduction steps
  1. In a mission, spawn a building with doors at mission start, e.g. Land_Mil_Barracks2, using CreateObjectEx with ECE_UPDATEPATHGRAPH.

  2. Regenerate the terrain navmesh with DayZDiag_x64 -server -startNavmeshDataServer, using the same mission so the building is present during generation. Load the new navmesh on the server.

  3. On the server, close one of the building’s doors. Lure an infected to the other side.

  4. Optional: call UpdatePathgraphEntityState(building) after the door closes and log the return value.

Exact build version (optional)
—
Where did it happen?
Community
Is it modded?
Yes
Expected result

The closed door blocks infected pathing, the same as for terrain-placed buildings. UpdatePathgraphEntityState returns true and updates the door state.

Section
Mod list

In-game test (client + server mods): CF, Dabs Framework, DayZ-Expansion-Bundle, DayZ-Expansion-Licensed, shd_retextures, WindstridesClothingPack, INVASION Base Building, INVASION Server Pack.
Server-only mods: DayZ Editor Loader, INVASIONNavmesh (custom, only replaces the Chernarus navmesh file), plus private server-side admin and utility mods.
Navmesh generation: CF, Dabs Framework, DayZ Editor Loader (server), vanilla mission init.c.

Load order / launch params

in order exactly as written in the mod list section

Reactions

Activity

    about 11 hours ago
  • dayzinvasion
    created issueabout 11 hours ago
  • dayzinvasion
    changedabout 11 hours ago
  • l909
    changed state to
    ASSIGNED
    about 4 hours ago

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State

Assigned
Issue key
DZG-1791
Access
Public
Space
DayZ
Project
Stable Feedback
Creator
dayzinvasion
Created
Oct 22, 2026
Views
21