Getting Navigation Mesh to Create After Procedural Generation

My system currently generates a level:

But I’m not sure how to make it build navigation for it, so the AI enemies/friendlies can navigate the level.

Currently, I have a navmesh that covers an enormous area:

(Because the levels go in random directions) so that it will always cover the whole level. But this isn’t working… When the level finishes building, When I press “P” to show the actual built mesh, it only covers a small area of the starting zone:

The walls and floors are all instanced static meshes, and the “Navmesh Runtime Generation” is set to “Dynamic”

This is my first post, if the formatting messes up my apologies

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