without navmesh, those the nodes for AI movement won’t work, and you will have then to implement your own.
Without C++, the choices are limited.
You can for example, place a nav mesh in the level, increase the brush size … by a lot, then select the RecastNavMesh actor that was automatically added to the level when you placed the nav mesh, go to “Runtime Generation” and select Dynamic:
now everytime a platform is spawned, as long it’s inside the nav volume, it will automatically update its navigation.
Are you also eliminating old platforms? If so, then maybe the performance for a large dynamic nav mesh volume will be ok.
PS: Maybe now there is another way to do it.