Changing AI navmesh in large terrain

hello to all.
I was wondering if it is possible to make a kind of navmesh volume that follows an AI controlled pawn in a large terrain, since it takes a lot of memory to make a huge navmesh. I need a small and fast navmesh volume that updates with the position of the player. and if possible to be solved with blueprints only, Im just a designer not a programmer
thanks!

You should look at the navigation invoker component. Here is a video of how it’s done.