So basically, I’m essentially making a top down procedurally generated dungeon exploring game.
I have tiles that will be spawned when the player overlaps collision boxes.
What I want to do is generate the navmesh around the player (and AI), or somehow add a navmesh volume into the actor BPs of the spawned tiles.
Basically I want to avoid having to create an infinitely humongous navmesh bounds volume that will be constantly updated at runtime to adapt to the spawned tiles.
Hope that wasn’t too hard to follow, hope it made sense…
Since the link is broken, here is my solution. Make sure your NavMeshBoundsVolume is set to movable, then add this function to your player controller. (you can use the set hidden toggle to visualize your navmesh in-game, disconnect if you don’t need it)