Dynamic navmesh not updating properly with changing Procedural Mesh Component

So as stated in the title, my dynamic navmesh is not updating properly when my procedural mesh component changes. When I first generate my procedural mesh shape on begin play, the navmesh does generate properly. However, when I change the mesh data at runtime, the navmesh does not update, even when it is set to dynamic.

I am not sure if providing any of my code would be useful, as this seems to be a bug to me. Does anyone know how to fix this, or perhaps have a work around to this problem? Thanks!

Hello,

Could you provide a video making sure to make the NavMesh visible during gameplay?

Here is the video you requested: https://www.youtube.com/watch?v=8UhljQnRYvM

As you can see the navmesh originally generates fine on the cave. The cave is the procedural mesh component. As soon as I update the procedural mesh, the navmesh does not regenerate on the new geometry even though it has been set to dynamic

Perhaps navigation invokers could be a better solution for such a larger level

I implemented this just now, but it doesn’t solve the bug I am facing. At least I am assuming this is a bug

It could be due to the navmesh settings. Perhaps the cell size generation for the navmesh is to large and it doesn’t find adequate space to generate the segments.

This video describes the problem

This does not work. This issue is specifically with procedural meshes. It all works fine when initially generating the mesh. Even when I spawn new cave actors during runtime it generates the navmesh fine. The issue is when I use “CreateMeshSection” a second time on one actor, the navmesh does not update to reflect the changes in the procedural mesh

The NavigationSystem mentioned here does not seem to include the function UpdateComponentData for me. Is there something I need to do for that?