I’ve had a quick look at the code and it seems we don’t support runtime navigation bounds scaling. Here are some thing you can do:
- you can have one big volume encompassing the whole possible generated level space. This should not have a big impact on navmesh generation time.
- you can expose
UNavigationSystem::OnNavigationBoundsUpdatedand call it with the scaledANavMeshBoundsVolume. This should work, but I’m not 100% sure it will. Let me know if it does if you decide of this route. - you could try streaming NavMeshBoundsVolume in. Again, not sure if it will work since we don’t use this approach internally.
Cheers,
–mieszko