How can I get a skeletal mesh to dynamically affect the navmesh?

In our game, the player is able to build deployables on the landscape during runtime. These deployables are actors with skeletal meshes so that when they are placed on the landscape, they will play a building animation. They also have box components that represent their collision settings.

When I place these deployables on the landscape before I begin the game, they will affect the navmesh. However, when I place them in the game as the player during runtime (like how we designed it to be), the deployables do not affect the nav mesh at all.

I’ve actually gotten this to work before, getting the deployables to affect the navmesh during runtime, but I was using static meshes back then. Otherwise, everything else between the settings of the actor back then and now are the same: actor mesh has no collision, box component has collision enabled, and the box component and meshes both affect the navmesh.

If anyone happens to know how I can properly set up the collision settings for my deployable actors to affect the navmesh it would be greatly appreciated!

Nevermind… it turns out we had the generating nav mesh during runtime option off.

It can be found in Edit > Project Settings > Navigation Mesh > Runtime > Runtime Generation (Dynamic).