Updating NavMeshes on generated terrain

I have a simple blueprint (added manually to the level) that generates a “terrain” via “CreateMeshSection” in a “ProceduralMesh” component. Generation is done at startup (BeginPlay event). For now a simple flat area.

I cannot seem to add that flat area to the navigation/pathing. Even with Dynamic NavMesh (in Project Settings) the area is not green when pressing P and any calls to “GetRandomLocationInNavigableArea” fail of course. I see this warning which might be telling but I do not know how to fix it:

LogNavigation: Warning: FNavigationOctree::AddNode: Empty bounds, ignoring ProceduralMeshComponent

How can I add bounds to my procedural mesh?

I can walk on the area (with my character) but I want it to be navigated by AI controlled pawns and I cannot do that.

Thank you in advance!

I have fixed the problem: It seems that for the procedural mesh to be considered in the NavMeshBounds and processed (and have real bounds) it has to be generated at construction time not at BeginPlay event. So if I generate my “terrain” in the construction script all is good!