Blueprint not affecting nav mesh?

Hi all,

I have a blueprint that gets placed during runtime. Its collision box is calculated upon placement.

I noticed that ingame, AI characters just walk through it. When I checked in the editor, the static mesh from the blueprint doesnt affect the nav mesh. Here is how it looks like:

For context this custom static mesh is a combination of walls and individually, they do affect the nav mesh. I am confused why the merged/combined static mesh does not?

Here are the blueprint components:

Here’s what I’ve tried:

  • Project Settings > Nav Mesh > Runtime Generation set to Dynamic
  • Double checked collisions
  • Deleted NavMeshBoundsVolume and RecastNavMesh-Default and re-added

I don’t know if you checked that in your blueprint class but maybe the “Can ever affect navigation” option is disabled for some reason for the meshes in the blueprint but enabled for the meshes themselves ?
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