Rebuild NavMesh in c++

Greetings Community,

I’ve been trying to solve this issue long enough to post this question. I’m using an empty level in editor and creating my game area from tiles completely at runtime, in the BeginPlay() method. I Spawn my tiles (Actors, which are static meshes), and then I Spawn my AIController posessed Character on top. I would need the character to be able to move across the surface, however it does not. I’ve tried setting a big NavMeshBoundsVolume in the editor, but I can’t find a way to force rebuild it runtime after the tiles are spawned. I’ve switched “Build navigation at Runtime” true of course. My question would be, how can I spawn a navmesh from code, to fit the whole level, or how can I force rebuilt a preset navmesh?

Another approach that could be useful here if there is a way to move characters without the navmesh at all. A custom pathfinding system would not be a problem, but I’m curious, if there is a solution between fully using the AI system or processing the models on every tick ourselves.

Thank you for help in advance!