This works fairly well, accept the navmesh does not update to reflect the new collision tile for that layer.
The arrow tiles are layer 1, the grey tiles are layer 0. Layer 1 has a collision of 100, and layer 0 has a collision of 1.
If I paint the tiles like the bottom right corner, the nav mesh works. If I insert a nav mod volume and move it around in simulate mode the nav mesh is updating correctly, just not the tiles.
I’ve scoured the many pages of google and answers for a solution and I’m pulling my hair out.
I upgraded and rebuilt the above code in 4.13 still can’t get runtime editing of collision. Does rebuild collision work? I’m gonna break open the function in c++ and see if I can figure it out. Not a lot of documention on it.
I found a solution to rebuilding the collision at Runtime. You have to make sure you create a new blueprint with the tilemap as the component. Create a new tilemap at BeginPlay, make sure it has ownership, edit tiles, call the RebuildCollision function. Now that still didn’t solve the problem, but by translating the tilemap in worldspace by any amount will update the collision of the new tiles.
I can post the blueprints for how this hack/fix works for my problem.