When a mesh has its collision updated during runtime the navigation around the mesh does not update.

If the mesh is set to simulate physics then updates to its collision will update navigation at runtime.

Steps to Reproduce
  1. Open UE4 Editor (any project)
  2. Add Nav Mesh Bounds Volume to the level
  3. Create blueprint based on Actor
  4. Add static mesh component to blueprint and set it to the cube mesh
  5. In Edit->Project Settings->Engine->Navigation Mesh->Runtime set Runtime Generation dropdown to Dynamic
  6. Add instance of blueprint to the level
  7. Select the instance and make sure Can Affect Navigation is set to true for the static mesh component
  8. In the level blueprint add reference to the blueprint instance in the level
  9. From the blueprint reference node add a Set Collision Enabled (set to no collision) node
  10. Add key press event and wire into Set node
  11. PIE and use the "Show Navigation" console command (blueprint should show non-navigable area around the cube
  12. Press the event key to run the Set command

Mesh no longer has collision however the nav mesh still shows the area around it as non-navigable

Changing the collision of a mesh at runtime updates the navigation in relation to the mesh.

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Cannot Reproduce
ComponentUE - AI
Affects Versions4.10
Target Fix4.11
CreatedJan 27, 2016
ResolvedFeb 20, 2016
UpdatedMay 2, 2018