making dynamic navmesh using ModifierComponent in runtime

Hello guys. First of all, I apologize my bad english.

So, There are lot of discussion of using Dynamic NavMesh and NavigationSystem in UE4 forum. (Actually, only discussion, no conclusion…) I ask questions to join this chaos.

For making dynamic Navmesh, I focused on NavModifierComponent.

What I want to make in the end,

  1. Using Actor boundary to make dynamic NavModifierVolume in runtime.
  2. Change inside of NavModifierVolume area cost in runtime.

I find when StaticMesh Actor which has “Default” collision component grows size in runtime, navMesh recognize Actor boundary in every tick and update edge area. (This tick is not a “dirty area update frequency” in navigation system setting and “Observed paths tick interval” in navigation mesh setting. I test all of them.)

So, is there anybody know when NavMesh update their tile edge in runtime? I guess NavMesh will be using delegate event to initialize.
(NavModifierComponent using DelegateHandle parameter when transform update occur. I’m not pretty sure but, in NavModifierComponent class, RefreshNavigationModifier() is a key for making dynamic modifying.)

If you have any idea, plz freely commenting.

thank you :slight_smile:

I’m trying to figure this out myself right now. I’ll let you know what I come up with. I’m going to try to use navigation invokers and see if there’s a way to do it right from there.