NavMesh fails with SkeletalMeshActors

I use the skeletal mesh inside a BP because I need to spawn and move them at runtime, but the bug can be reproduced also without the BP, just using the skeletal mesh actor.

It’s strange that in your screenshot there isn’t any hole in the navmesh: did you use the physics asset for the mesh? It’s in the same folder.

I can reproduce it like this:

  1. Create a new blank project.
  2. Add a navmesh bounds volume, center at 0,0,0 and size 1000,1000,1000
  3. Enable navmesh drawing
  4. Add my assets to the project, all of them
  5. Drag the skeletalmesh into the center of the map (at 0,0,0). Navmesh is not affected

  1. Pull it a little bit higher at 0,0,20; a hole in the navmesh appears, but not of the expected shape

  1. Rotate the mesh of 90° on the x axis; the hole in the navmesh is now like it should have been in step 6.

I’ve used for the navmesh the default properties with rebuild at runtime enabled.

I use 4.7.2 binary version on windows 7 64bit