Navigation generating only on one navmesh tile?

Im having issues using navmesh while procedurally generating my levels.

On begin play I spawn a bunch of static meshes via blueprint then force a navigation rebuild when everything is created, however even when navmesh volume contains fully all objects navigations only gets build for one of navmesh tiles as shown here:

If I change RecastNavMesh tile size to be bigger generated navigation area is also bigger but still just one navmesh tile:

If I place meshes manually everything works as expected, is there something Im missing or is this a bug?

Can someone elaborate on this? I’m having same problem.

I’m having exact same issue, if I can figure out why then I’ll let you guys know.

Also experiencing something similar to this issue. I have a fairly small area with a dynamically generated floor, and dynamically generated blocks (walls). floor is completely covered by navmesh, but only first tile excludes blocks.

Same issue here

Hi all,

By default, Navigation Mesh is set to Static, meaning it will not update with changes to your level. If you are dynamically shifting your level during Play, you’ll want to make sure NavMesh can adjust with it.

To do this, go to Project Settings > Navigation Mesh and change Runtime Generation method from Static to Dynamic or Dynamic Modifiers Only, and navmesh should update with changes to level with its bounds.

Note that NavMeshBoundsVolume must encompass everything in level that you would like navmesh to appear on.

Hope that helps! Let us know if you have any questions.

HI , all those items done, no dice. thanks

Can you recreate this in a new project? If so, can you upload it somewhere so I can take a look? Thanks!

I have recreated it in a blank project.

But i also found a couple of workarounds. if using c++, there is a workaround here: [4.6.1] - Navmesh not generating over instanced static meshes - Asset Creation - Epic Developer Community Forums

and if BP only, I found that creating an invisible static mesh that only blocks on pawn channel under generated level causes entire area to have a navmesh generated. I am not sure of all of implications of this approach yet though.

Can you upload blank project somewhere and send me a link? I’d like to test and enter a bug report if necessary. Thanks!