When a mesh has its collision updated during runtime the navigation around the mesh does not update.
Workaround:
If the mesh is set to simulate physics then updates to its collision will update navigation at runtime.
Result:
Mesh no longer has collision however the nav mesh still shows the area around it as non-navigable
Expected:
Changing the collision of a mesh at runtime updates the navigation in relation to the mesh.
Head over to the existing Questions & Answers thread and let us know what's up.