Rebuilding dynamic navmesh via c++ stops working after switching levels

Hey @kitun, could you share a few more details?

The code you’re showing—where is it exactly? Is it in the BeginPlay of an actor or somewhere else?
What configuration do you have for the NavMesh? I assume it’s dynamic (based on the title), but just to confirm.

Does the other level already contain a RecastNavMesh actor?

Also, why are you rebuilding it manually if the dynamic NavMesh should automatically rebuild when the geometry or level changes?