How can UE4 detect a new spawned navigation invoker?

Hello everybody,

I got a little problem with navigation invokers… I’ve got a project where you are spawning new AI Actors at runtime… And they get commands to walk, it was working fine with the Nav Mesh Bounds Volume… but we need custom maps which are building at runtime, so I didnt wanted to use one big Nav Mesh Bounds Volume for that and I found those navigation invokers. If I spawn such an AI before starting the game, this actor can walk, but when I spawn him at runtime it looks like ue4 is unable to detect the new navigation invoker or the area around that actor…
Can anybody help me, how I can add new Actors with navigation invokers at runtime? :slight_smile:

Thx for everyone helping :slight_smile:

Okay, I figured out the first problem that is giving me a new question -
Cant you use the navigation invoker without the nav mesh bounds?
So you still place the nav mesh bounds over the whole map and the navigation invoker is just checking the radius instead of the whole map and thats the kind of improvement? Do I get this right? Or not?
So the spawned actors on runtime can now also walk cuz I extended the nav mesh bounds ^^