Found it!
- Just check ‘SetCanAffectNavigationGeneration’ on the character’s properties to true.
- Find: Project Settings->Navigation Mesh->Runtime->Runtime Generation and set it to dynamic.
- Maybe there are more checkboxes somewhere else I forgot…
Some quick experiences:
- only enable ‘SetCanAffectNavigationGeneration’ on character if character is standing. if moving, disable it. (would be extremely helpful if ‘MoveToLocation’ would have ‘OnFinished’ out pin in BP)
- only tested on small environment. So might cause performance-problems on terrains.