Move NavMesh at runtime

I’m working on an infinite runner game and I’m looking for a way to move my NavMesh at runtime so that the enemy spawned on the way could work with a normal AI. As normal NavMesh wouldn’t work as soon the path goes out of those dimensions of NavMesh box. What I need is to move the NavMesh bound volume box with my player. I’ve seen that not many info is available on this. And based on what is available I’ve implemented the same shown below. But it is not working and I’m new to unreal too. I really need help ASAP.

Any help is appreciated. Thanks!

Isn’t the idea of an infinite runner to leave the player at 0,0,0, pretend to be running, and making the world elements move? In that case the navmesh could be static.

Thanks for the idea I really appreciate it I never thought of this approach. But tutorials by unreal follow a different approach and its like player actually running and world elements generated in front and destroyed from the back at distance from the player that way it goes to infinity.

I don’t remember ever getting a nav mesh moving and updating in a fast way though, so I’d consider my approach if you need nav mesh.

You can move it, or create a new one at the new location and remove the old one, or recycle them in a loop. Not sure if building is asynchronous or not, Alternatively your pawn character could just collide with the surface it is running on, and you may not have to use a navmesh, Navmeshes are mostly for AI. More info here: https://docs.unrealengine.com/latest/INT/Engine/AI/BehaviorTrees/QuickStart/2/