Rebuilding navigation at runtime after modifying geometry.

Just tried setting “Dirty Areas Update Freq” to 1: nothing.

Let me explain my situation a little bit better:

When I launch my game a terrain is generated and its geometry and collisions are added to the scene. I’ve got a big NavMeshBoundsVolume that wraps all the geometry and it correctly creates the navmesh from my geometry and collisions.

If, at run-time and after it was generated the first time, I do modify my terrain (by removing or adding geometry and collisions) the navmesh doesn’t update anymore.

I’ve also just noticed that if I move (Eject->Select the actor->Translate) the actor containing my terrain around, the navmesh DOES update around the new geometry.

I’m going crazy after this thing!