NavSys:None on SimpleMoveToActor

Hello,
I’m doing some test with NavMesh and AI movement in a procedurally generated world, using this link as reference:

  1. A NavMesh Bounds Volume is placed and is large enough to contain…
    2)… a spawned actor where MyCharacter and AICharacter will move on.

But the navigation mesh result is this:

and red area change as I move MyCharacter, it’s like it is considered as an obstacle. But at last rebuild of navmesh is working at runtime.

Also when I get all lucid green:

you can see the log warning, and AI doesn’t move, as stated from the log itself.
Here my AICharacter blueprint, correctly AIChar rotate against my Char, but don’t move.

Any suggestion?
Thanks.

[how-to-build-navmesh-for-dynamically-sized-procedu.html][4]

[dynamic-navigation-and-procedural-mesh.html][5]