Runtime Mesh Component

Well that’s strange… I don’t see anything special in the PMC to support that, and the collision in the RMC is almost identical to the PMC’s until I get the upgrades done. I’ve not had much experience with the navmesh so I’ll try to take a look at it here soon in my bug fixing pass.

If you change the mesh later do you have to do this again?

While there’s not much to these examples (and I haven’t made absolutely sure they work with the latest version quite yet. I will do that in the next few days though) it does contain everything I used in those images.
https://github.com//UE4RuntimeMeshComponentExamples
The wave specifically is here…
https://github.com//UE4RuntimeMeshComponentExamples/blob/master/Source/RMC_Examples/Actors/AnimatedTerrain.cpp
The Generate() function sets up the mesh including the full vertex information, as well as index buffer, then in the Tick function it recalculates and updates the positions and updates them alone. There’s a similar way to update the rest of the vertex information using BeginMeshSectionUpdate() and EndMeshSectionUpdate() and you can also still use UpdateMeshSection like the PMC but it was adapted to work with the packed vertex.