Nav mesh with physical actors

Hi all,

I got a real problem and do not found a solution even after a lot of trying.

I have physical simulated actors in my map (barrels) which I want my AI to avoid. I did it with nav mesh modfier on the actors. This works. But when these meshes move, the modifier not move. This is because I had a static navmesh. Now I switched Nav Mesh to Runtime Generation, but I get very bad result. Most of the time big parts of the nav meshes are red, even directly at begin play. Also, parts of nav mesh are empty when switch nav mesh Runtime Generation on.

I really have a problem. I tried many thing, also options for “Overved Paths Tick intervall”, but nothing word. How to I get a working dynamic navmesh which take moved physical actors into account. Any idea for a solution?

Or is there a chance to have a static nav mesh and update it by a event which I can trigger by code?