a simple example of generating something:
when you click the build button
NavMesh does not consider the whole generation
I created a BlueprintFunctionLibrary:
UCLASS()
class NAVMESH_BUG_API UMyBlueprintFunctionLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
UFUNCTION(BlueprintCallable, Category = "NavMesh")
static void UpdateNavMesh_Actor(AActor* Actor)
{
AActor& AVal = *Actor;
FNavigationSystem::UpdateActorAndComponentData(AVal, true);
}
UFUNCTION(BlueprintCallable, Category = "NavMesh")
static void UpdateNavMesh_Component(UActorComponent* ActorComponent)
{
UActorComponent& CVal = *ActorComponent;
FNavigationSystem::UpdateComponentData(CVal);
}
};
but when the button is clicked, the function does not work from the construction script
how to act in such a situation,
that would navmesh always generated correctly, under any circumstances?
And also the question of EpicGames - why does not Blueprints have a navigation update function?
[test project files][4]