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What is the intention behind NavigationData::bForceRebuildOnLoad=True ?

I have a level in which after some delay, a number of nav-relevant actors are spawned. I have dynamic nav mesh rebuilding enabled for my project. I was investigating why the nav mesh wasn't being rebuilt when the actors were first spawned, but would rebuild correctly when they were moved, and have discovered that this appears to be the intended default behaviour.

     By default navigation will skip the first update after being successfully loaded
      setting bForceRebuildOnLoad to false can override this behavior

What is the intention behind this behaviour? From my perspective, it appeared to be a bug. Why would you want the first requested update to be ignored, when this would likely lead to an invalid nav mesh? What's the use-case?

Thanks, Isaac inbetweengames

Product Version: UE 4.10
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asked Jan 08 '16 at 08:26 PM in Using UE4

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