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I can't get navmesh to rebuild at runtime

I'm trying to create a destructible wall that can also be repaired, so it need to be able to enable/disable collision. When it is completely destroyed I set the Collision Preset of it's Box Component to "NoCollision", and when it's repaired to "BlockAll".

I can check with my player character that the collision of the box is changing because I can move through it when the collision is disabled and can't move it's enabled.

The problem is that the navmesh does not appear to be rebuilding at runtime, because the NPC AI characters still can't move through it when it is destroyed.

I have "Build Navigation At Runtime" enabled in Project Settings -> Navigation Settings, "Rebuild at Runtime" is enabled in the RecastNavMesh of my map.

I tried using the Console Command "RebuildNavigation" that I read about in other questions: alt text

I don't know what else to try.

Product Version: Not Selected
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asked Sep 11 '14 at 03:40 PM in Blueprint Scripting

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avatar image Erasio Sep 12 '14 at 11:23 AM

If you have a problem again remember the setting in your project settings under "navmesh". A bit further down you can check "Build at runtime".

Just in case you didn't tick that yet ;)

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Ok I found the problem. Apparently setting the Collision to "No Collision" wasn't enough. Even though the Collision was disabled, I needed to set the response to channel "Pawn" to "ignore" or 'overlap' for the navmesh to be rebuild.

Also, the Execute Console Command node is not necessary.

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answered Sep 12 '14 at 01:16 AM

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