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:
I don't know what else to try.
asked Sep 11 '14 at 03:40 PM in Blueprint Scripting
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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