I have a gate in my game that can be open or shut. Because it’s a skeletal mesh I added an invisible cube that move out of the way when the gate opens so the nav mesh will update correctly. This all works as intended when the gate is in the scene at runtime. The one on the left was placed in after runtime
However if I place them in using the build mechanic this doesn’t work. I have Runtime Generation mode set to Dynamic in the Navigation Mesh settings. I had a look around online and couldn’t fin a solution, any help on this would be much appreciated.
So did some more digging and for some reason the gate that get’s placed in during run time (B) doen’t have it’s collation follow the cube. The one placed in before runtime does.
Does anyone know what might be going on. I’m animating the cube using a timeline and a lerp.
Got it working! Not exactly sure why but using a static mesh that the object inherited from it’s parent class works. Before I was using a mesh I added just on the child.