How do I use navigation in a procedurally generated world

The map in my game is generated at runtime so there is no navigation before runtime. However once the map is generated I am unable to generate a navigation on it. How can I do this? I have a navmeshbounds volume and recast that is set to dynamic and the setting in the project settings is set to dynamic. The world is made out of instancedStaticMeshes that can be stepped on and that can affect navigation.

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I’ve got smae problem. Did you figure out how to do this?