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NavMesh + Procedural Generation + Build_Button

a simple example of generating something:

alt text

alt text

when you click the build button NavMesh does not consider the whole generation

I created a BlueprintFunctionLibrary:

 UCLASS()
 class NAVMESH_BUG_API UMyBlueprintFunctionLibrary : public UBlueprintFunctionLibrary
 {
     GENERATED_BODY()
     
     
     UFUNCTION(BlueprintCallable, Category = "NavMesh")
         static void UpdateNavMesh_Actor(AActor* Actor)
     {
         AActor& AVal = *Actor;
         FNavigationSystem::UpdateActorAndComponentData(AVal, true);
     }
     
     UFUNCTION(BlueprintCallable, Category = "NavMesh")
         static void UpdateNavMesh_Component(UActorComponent* ActorComponent)
     {
         UActorComponent& CVal = *ActorComponent;
         FNavigationSystem::UpdateComponentData(CVal);
     }
 };

but when the button is clicked, the function does not work from the construction script alt text

how to act in such a situation, that would navmesh always generated correctly, under any circumstances?

And also the question of EpicGames - why does not Blueprints have a navigation update function?

test project files

Product Version: UE 4.20
Tags:
navmesh-bug.zip (1.7 MB)
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asked Aug 25 '18 at 10:15 AM in Blueprint Scripting

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Sn_a_ke
142 9 16 20

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