NavMesh and Custom NavArea Filter not updating dynamically

Hello,

I’m using the default Nav Mesh Bounds Volume for my AI to walk around on, which simply follows the player. In addition to this, I added a NavModifier with a custom NavFilter/AreaClass to a piece of physics driven furniture blueprint.

The intention is that the player can push this around and block entrances, but the AI will find another path if a better one exists, or push through it if not. For example, it’s easier to walk around it when it’s in the middle of the room, than to try and push through it.

The problem I’m having is, even with Runtime Generation set to dynamic under Project settings, it does not seem to update. I’ll push the furniture to the side and AI will still path around the center of the room like the furniture is still there.

Any help would be much appreciated.

Thank you,
-Metric