@: I believe I’ve found another bug. It seems like the runtime mesh isn’t updating the nav mesh like a procedural mesh does. I created an actor with a runtime mesh using the same blueprint shown in the picture from my earlier post and then created a second actor using a procedural mesh, again using the same blueprint. I then added a nav mesh bounds volume to the level and set it to dynamically update. When you drop the actor on the level with the procedural mesh, every works correctly. The nav mesh updates and takes the procedural mesh into account. However when you drop the actor with the runtime mesh on the level, the nav mesh does not update at all. Even when you force it to update it doesn’t take the runtime mesh into account.