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Best practice for NavModifiers

So I have an Actor that is submerged in water. Player pushes a button and the Actor comes up for them to cross.

What's the best practice to have nav mesh turn on and off for the Actor? NavModifier is awfully hard to modify (change its szie) and Actors can't take NavModifierVolumes. I'd rather not add an editable instance on the actor to place a NavModifierVolume as I'm using these bridges for randomly generated content.

Help me Epic-Kenobi, you're my only hope.

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asked Feb 19 '19 at 10:08 PM in Using UE4

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iterationISkey
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Can you describe what you mean by on and off? If you mean affect navigation or not, I believe you can just turn collision on/off on the object and it rebuilds dynamic navmeshes - at least in the quick example I did to test, it did so.

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answered Feb 20 '19 at 12:32 AM

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mrteuy
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avatar image iterationISkey Feb 20 '19 at 01:44 AM

mrteuy, thanks for the reply!

I'll try turning collision on and off but is the compute cost high (as I can set my project settings to compute nav mesh using this method)? I'm working on a mobile product.

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