Dynamic navmesh

For some project, i need to create procedural levels and thus dynamic navigation meshes. wich get recreated when i spawn static meshes to places. Im asking if that can be done, and if can, how.
I know that UE4 uses recast library, and i saw somewhere that that library can get recalculated on-the-fly.

Hi Victor,

You need to add following to your DefaultEngine.ini:

[/Script/Engine.RecastNavMesh]
 bRebuildAtRuntime=true

And it should work automagically, provided you have NavMeshBoundsVolumes set up (just like for regular navmesh).

Cheers,

–mieszko

cool, this might be what i need, im going to try it
Also, there is some information somewhere about its workings, its speed, and if you can make the navmeshbounds bigger?

Ideally NavMeshBoundsVolumes would be fixed up front, but scaling and moving volumes at runtime might work.
Regarding speed: it’s awesome! :wink: You might tweak it by changing RecastNavMesh’s CellSize, CellHeight and TileSize.