NavMesh Ignoring Instanced Static Mesh Actors Generated Through a Blueprint

I ported to 5.1 these last few weeks from 4.26 and started facing the same issue.

A couple of nuances for me is that the actors that contain the instanced mesh components doesn’t exist in the world at startup. These are spawned, and then procedural generation happens, on agency of the player.

Ultimately, simply setting the actor world location to the same location wasn’t enough to have the nav regenerate. I had to make a routine to “jiggle” all the actors back (-1,-1,-1) and forth (1,1,1) in two successive ticks for it to register correctly with nav.

It feels like, in UE5, runtime dynamic nav regeneration only looks for movement of actors, not spawning.

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