Skeletal mesh runtime collision change wont affect navmesh

In my game the player puts things in runtime on the map, the way I do is set collision to none during the time user is placing it and as soon as user presses confirm to place it places the object there and changes its collision to block and overlap

but doing so has no effect on nav mesh what so ever , but if I place the object with collision set to blocked from start it affects the nav mesh but is against the game logic.

In short changing the collision settings of a skeletal mesh in runtime does not causes it to interact with navmesh, while doing same in a static mesh works

Hi Commander Shepard,

Thank you for the report. This was a known issue that has now been fixed in our latest internal build. You will see it working properly in a future release, hopefully 4.8.

There isn’t really a workaround at the moment, it was just a navmesh limitation.

Cheers,

TJ

The only workaround I found was to encase the skeletal mesh into a bounding static mesh invisible at runtime and change collision on static mesh in runtime to get the effect on nav mesh, not a genius idea but it worked for the time being