Edit: Nevermind. The issue below was completely my fault and had nothing at all to do with the navmesh. In case someone is interested, I had a stupid check to see if the player arrived at their location which was basically: if (targetPos.X < 0). So it didn’t go to places if they were below the platforms origin in X value.
Great! Thanks for the information. I guess I can do some workarounds for now. I have another similar navmesh issue that I ran into: I worked around the other problems by making a huge navmesh and having it rebuild during runtime.
The rebuilding works great if I move the platform forward, but if I rotate it, a part of it is no longer walkable, even though I used the console command “Show navigation” to confirm that the navmesh is rebuilt.
Here’s some pictures showing the problem. picture 1, picture 2
In the first picture, the platform hasn’t moved and the character can walk all the way to the edge. In the second picture, the platform has rotated around the bottom left corner using AddActorWorldRotation. As you can see, the navmesh updates but I still can’t walk on the red triangle.
This is running with one player and no dedicated server.