I have set the nav mesh runtime generation to “dynamic”, and this generally works.
However, I need to dynamically update collision of an actor with pawns. An actor is spawned while overlapping with the pawn, so collision is disabled while the pawn still overlaps. As soon as it no longer overlaps, I call the BP node “Set Collision Response to Channel” for the actor and set channel “pawn” to “block”. This works fine, but it is not respected in the nav mesh.
What am I missing here, how can I force the nav mesh to consider the changed collision properties of the actor?