NavMesh does not update for SceneGraph entities spawned at runtime

Summary

When entities are spawned at runtime using SceneGraph, the NavMesh does not properly update. In some cases, small navigation fragments are generated on the floor, but these are inconsistent and partial, never covering the full geometry. As a result, AI cannot reliably navigate inside or around dynamically spawned structures.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

AI

Steps to Reproduce

Create an NPC with Behavior

Place this NPC in the island and confirm that it navigates correctly on the initial NavMesh.

Make a simple Verse script to spawn a prefab entity via SceneGraph after at least 5 seconds of runtime.

Expected Result

When a prefab entity is spawned dynamically via SceneGraph, the NavMesh system should rebuild or extend automatically to account for the new geometry.

The generated NavMesh should fully cover floors, corridors, and navigable surfaces inside the prefab.

AI agents spawned on or near these entities should be able to:

Recognize new obstacles (e.g., walls, props) as blocking navigation.

Generate valid navigation paths across newly added walkable surfaces.

Observed Result

The NavMesh does not fully update after entities are spawned.

Occasionally, small isolated NavMesh fragments appear on the ground, but coverage is incomplete and inconsistent.

AI agents continue to treat most of the new space as if it were empty.

Bots physically collide with the new walls and props, but no valid navigation paths are generated through the runtime-built structures.

Platform(s)

PC

Video

FORT-977675 has been created and its status is ‘Unconfirmed’. This is now in a queue to be reproduced and confirmed.

FORT-977676 has been created and its status is ‘Unconfirmed’. This is now in a queue to be reproduced and confirmed.

I tried doing creative_prop spawn, and the navmesh isn’t built either.