Still no solution for this? How would I force a navmesh rebuild in Blueprint? - Blueprint - Unreal Engine Forums has some answer which didn’t work for me, namely “Execute Console Command function with parameter RebuildNavigation”.
I want to stream in a level and then rebuild the navigation - would be best to only for said area. Maybe I will make a gigantic navmesh and add only a dynamic nav modifier to the streamed in level…
But even so I don’t like the “just make it update all the time” approach. Seems really obvious to me to have a command to rebuild things such as this when needed instead of choosing “never” or “all the time”.
Would make optimalization much easier.
So far what I’ve tried:
Dynamic Modifiers Only mode
Persistent level has a huge navarea bounds volume, encompassing even the soon to be loaded level as well.
Streamed in level has navarea modifiers set to default and a small area set up so it will fall into the original area of the persistent level when loaded, set to null…
When streaming in the new modifier volumes the null one blocks off the area from the original persistent level properly BUT the ones set to default do not add the new area. If set to full runtime update then yes, the new area, as covered, will be added but that’s irrelevant here.
The important thing is that while the null modifier worked the default one did not - so this approach doesn’t work (so far) as the area that wasn’t built up won’t be even if it’s covered and has a dynamic modifier asking for it to be used as a default navarea.
(Added navmes to streamed level as well, no effect).
Maybe if I used invokers… but… well… a “rebuild navigation” command would solve it so easily.