Procedurally Spawn NavMesh in Blueprints

I’m trying to spawn several nav mesh bounds volumes at runtime. My game spawns the entire environment on play which consists of a random amount of rooms (within a range), each having some enemies within.

I glossed over some previous questions on the topic that mentioned placing the nav meshes beforehand then moving them at runtime, but I don’t know how many nav meshes will be needed before the environment is spawned which is random.

Is there a way to spawn nav mesh bounds volumes in blueprints? All I found was add nav link, modifier, and invoker components nodes.

I think the word that you are looking for is dynamic nav mesh. Very useful for a procedurally generated world as well as a huge level. Do some research on this, and you will find it helpful.

Hey there @Kyparon! Navmesh bounds volumes aren’t quite set up to be generated at runtime, though I believe with level instancing it should be possible. Then here’s a resource for setting up the dynamic nav mesh itself.

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Thanks both of you, dynamic nav meshes is what I was looking for!

Yeah, dynamic nav mesh is what you’re looking for, don’t forget to set the runtime generation to dynamic in settings. I have a game on steam that spawns the whole world procedurally/randomly at runtime too

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