I put a box collider into an actor that moves, made it a dynamic obstacle that changes the navmesh that it touches to a specified Nav Area Class.
This works fine in a smaller test map, but in a large world with World Origin Shifting, it does nothing. In the same world without World Origin Shifting, it seems to work (only tried it near the center).
Do these two features not work together, or how can you make it work?
Runtime generation is set to “Dynamic Modifiers Only”.