NavMesh Ignoring Instanced Static Mesh Actors Generated Through a Blueprint

If the walls are generated at runtime then you should set the collision to block all dynamic. The navmesh should automatically update when spawned in. If not, then you could try to lerp the mesh over a few frames after you spawn it in and hope that it will pick it up. Also make sure you have Can Ever Affect Navigation checked (it’s in the pulldown in the collision section of the actor) Should be checked by default.

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