No matter how I try to apply this it doesnt work for me. Some things are a bit unclear and I’m finding no documentation on this. It works fine with Dynamic but this is such overkill for 1 single rebuild.
My situation is I have a level with several variations (lighting, meshes) in sublevels. When the map loads at begin_play I load a random variation. The problem is the navmesh does not update and I get the wrong one.
From your description: I added 3 nav volumes. 1 in persistent level that is the size of the full level. Then one in each sublevel variation that encompasses all the stuff inside that.
After that I rebuild paths? While in the persistent level and with all sublevels visible? (I have tried all variations of this, nothing worked)
Then once I have my recastnavmesh I go to details and enable the settings you mentioned like tile pool size.
In the end I should have 3 navbounds and 1 recastnavmesh correct? And when I play it should update? It just doesnt, never, unless I put it to dynamic.
This has been frustrating me for a bit, any help is super appreciated.