# Adjusting ANavMeshBoundsVolume bounds at runtime

**URL:** <https://forums.unrealengine.com/t/adjusting-anavmeshboundsvolume-bounds-at-runtime/306996>\
**Category:** C++\
**Tags:** navigation-mesh, Navigation, unreal-engine, CPP, question\
**Created:** [February 15, 2015, 7:18am UTC](https://forums.unrealengine.com/t/adjusting-anavmeshboundsvolume-bounds-at-runtime/306996 "2015-02-15T07:18:13Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![aarongreenhill](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@aarongreenhill](https://forums.unrealengine.com/u/aarongreenhill)\
**Post date:** [September 2, 2024, 3:22pm UTC](https://forums.unrealengine.com/t/adjusting-anavmeshboundsvolume-bounds-at-runtime/306996/2 "2024-09-02T15:22:06Z")

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This is a top google result - the answer is over here, see April 21, 2024 response which seems to work for me:

> [@How to build navmesh for dynamically sized procedural level](https://forums.unrealengine.com/t/how-to-build-navmesh-for-dynamically-sized-procedural-level/290586/12):
>
> The thing with Nav Invokers is that they do not require you to craft and cusromize nav meshe data. They work automatically based on what is placed in the level and the settings for it (can character walk on, etc). The use case for those is dynamic terrain/automatic generation, runtime changes etc. Nav mesh as a custom edited thing is useful for closed projects where things wont change. Say something like an endless runner that spawns/respawns pieces which are standard - and can use the memor…

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