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Manual rebuild of navmesh

is there a way to rebuild navmesh manually by registering components manually. I believe there must be , I"m curious what are the exact functions that is in charge of this?

My guess is : void UNavigationSystemV1::OnActorRegistered(AActor* Actor) void UNavigationSystemV1::OnComponentUnregistered(UActorComponent* Comp)

What I'm trying to do is to lock it so they dont' get rebuild by using bInitialBuildingLocked

however they don't seems to work.

If there's anyone who can assist would be great

Actually we're having an issue that navmesh insist on rebuilding every entire world though 99.99 of the data is valid. Asked on answerhub a long time ago , but gave up on getting any response :
https://answers.unrealengine.com/questions/797908/prevent-navmesh-from-fully-rebuilding.html

Product Version: UE 4.19
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asked Aug 05 '18 at 08:19 PM in C++ Programming

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Frozenfire
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