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Navmesh ignores blueprint spawned static meshes, how to let it detect?

Hey everyone! In earlier versions my navmesh detected blueprint spawned static meshes at runtime. After 4.7 It suddenly stopped working. My navmesh rebuilds at runtime for all objects placed in the editor, but it doesn't rebuild for static meshes placed by (add static mesh component) at runtime. It is becoming a big problem as I am working on this problem for 2 weeks now and I cant solve it. The static meshes are 16 walkable halls/corners placed by the blueprint so an a.i. can calculate a ' dungeon '. All static meshes have complex collision and aren't dynamic meshes. Please help!

Product Version: UE 4.8 Preview
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asked Jun 06 '15 at 02:16 PM in Blueprint Scripting

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