Nav invoker and dynamic mesh not working in packaged project

Or in standalone project. It works perfectly in the editor , but not at all in standalone or packaged project. Does anyone know anything about this? It is very difficult if not impossible to run a large world without this. I tried in projects in 4.21.2 and 4.22. no luck.

Edit: I seem to have found an answer for my project though I’m not using an Invoker. First off, sometimes I have to toggle off & on the Landscape’s “Used for Navigation” checkbox when navigation is not building on the Landscape but builds on Static Meshes. This time around however, I was experiencing what I mention below. My solution so far, when the Level loads, cancel the Nav Mesh building popup, then build it manually on the toolbar Build > Build Paths. Once the pathing is finished open any other Level such as an empty Travel Map, then package the game.

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Don’t suppose you’ve found a solution to this? I’m trying to package my project 4.26 and the nav mesh in the package doesn’t reflect what the editor shows. While in the editor, all landscapes have a nav mesh and I can run around just fine. Once the game is packaged, some landscapes have nav mesh while others have none or a small square. (All nav volumes are on the persistent level).