I am trying to optimize my runtime navmesh generation and was reading this documentation: Optimizing Navigation Mesh Generation Speed | Unreal Engine 4.27 Documentation
It mentions enabling “Initial Building Locked” inside the project settings to prevent the navmesh from generating while actors are being spawned, so far so good.
To reenable the navmesh generation the documentation states to call the function “Release initial building lock”. I can’t seem to find this function anywhere through blueprints, is this a C++ exclusive function?
Bump for this post, I still haven’t found an answer
still looking for an answer
Probably it’s too late, but I found solution.
Here is method of UNavigationSystemV1:
public:
NAVIGATIONSYSTEM_API virtual void ReleaseInitialBuildingLock();
It cannot be called from blueprints. I added debug code to call it from C++ at key pressing. Looks like it works:
By key 1 I am removing block from my level;
Navmesh is not updated due bInitialBuildingLocked flag;
By key 2 I am calling ReleaseInitialBuildingLock function - navmesh start updating, bots walk via released area.
So, if you need to release this lock from blueprint - you need to create BlueprintCallable frunction anywhere in your C++ code and call ReleaseInitialBuildingLock from it.