[Blueprint only] How to update NavMesh locally after moving objects?

The invoker component already has a function for this, it’s just not blueprint exposed

void UNavigationInvokerComponent::SetGenerationRadii(const float GenerationRadius, const float RemovalRadius)
{
	TileGenerationRadius = GenerationRadius;
	TileRemovalRadius = RemovalRadius;
}

as for the update rate, it’s not driven by the invoker. The invoker seems to register with UNavigationSystemV1 => the navigation system, and that drives the update rate. You could call the rebuild manually as well.

Unfortunately not all parts of the engine are exposed to blueprints, and with time you may find that you will have to dabble in some simple c++.

If you don’t use the ai senses then you could alternatively to a sphere cast around the ai filtered only to intractable objects. and then build a path between the ai and the object through “find path to location synchronously”.

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