Hi guys, I’m making a procedual map that uses navmesh, Ive set the “Force Rebuild on Load” to true, so it rebuild when I move the blueprint, but it doest rebuild when I compile it, so I seached here and found this post:
But the solution they found is to expose UNavigationSystem::OnNavigationBoundsUpdated
So I searched it and didnt find how to do it, does anyone here knows?
Hey,
For anyone coming here in the future, I have the solution.
I had exactly the same problem. I generate the world procedurally in my game, and the standard max limit size for a single NavMeshBounds volume does not work for me.
So I went through all the nodes in UE5.5.4 regarding navigation and found that you can globally access ‘get navigation system’ and then call On navigation Bounds Updated after moving your NavMeshBounds.
Just place a few ‘NavMeshBoundsVolumes’ in the game and move them around. I believe these can be referenced only in the level blueprint.