Right now, I’m deriving from a UBoxComponent and overriding the GetNavigationData() and GetNavigationBounds() functions that come from the INavRelevantInterface. Also in my constructor i’m setting bNavigationRelevant and bCanEverAffectNavigation to true. Also I’m calling UpdateComponentData(*this) in PostEditUndo and PostEditChangeProperty. I am also making sure, in the constructor, to set what AreaClasss i want to use for the box. But the nav mesh doesn’t change or detect the box component.
Mieszko said to try to follow how the nav modifier does things, here: https://answers.unrealengine.com/questions/498659/how-to-spawn-a-navmodifiervolume-in-c.html.
I got this to work for an actor that I gave the INavRelevantInterface, but not for a component. Also just in case you were wondering UBoxComponent does have that interface.
So still stuck. Does anyone know about UNavModifierComponent or if that is useful to me? Or if I’m missing something with the UBoxComponent?