Navmesh "Rebuild at Runtime" not working?

I’m using Top-Down template, I have a NavMeshBoundsVolume set up and I have checked “Rebuild at Runtime” in Project Settings aswell as manually in my projects DefaultEngine.ini .

NavMesh works fine, it updates during Simulation Mode when I rotate one of my platforms. problem is that when I rotate my platform using a Trigger, In-game, NavMesh does not update. Pawn will wildly walk where there’s now no path, and refuse to move where there is one.

How do I fix this? I’m simply rotating a moveable mesh using Set Actor Rotation. from 0,0,135 to 0,0,-135

I would like to know as well. I edited engine.ini to have following
[/Script/Engine.RecastNavMesh]
bRebuildAtRuntime=true

Also I have following checked
edit - project settings - navigation mesh - runtime - rebuild at runtime

And I’m using content examples, navigation level and have following blueprint set on very first block in that level. AI runs into it when it shouldn’t.

I’m still very much curious about this. I don’t know how it’s supposed to work. Tried moving, rotating and using different ways to move it, but I’m still not having any luck.

It works in Simulation mode, but not in-game.

Hey jakpe and Nogbit,

I was able to reproduce issue you’ve experienced, and it is indeed not responding as intended. I have entered a report in our database and our developers are already looking into it. Thanks for your report! Hopefully we’ll get this resolved for your quickly.