Unlike in Sam’s video my nav meshs were not changing their locations during play. If anything it seemed they were all attaching at 0,0,0 on the oldest tile without building. After logging to console under further investigation it seemed Checkout() was never being called in ActorPool.cpp. After adding these UE_LOG’s with sure failure, during a random spawn in gameplay my editor crashed. When I booted it up again, the checkout logs were printing to console, and my nav meshes were being moved and built as evident when depossessed.
The wierd part is that I rebooted the editor a good few times while having this problem. Adding the log’s seemed to have perhaps jogged its memory or functionality somehow, or uncached something. Perhaps something in the blueprint was overriding the behavior with some sort of previously compiled one. Very wierd and troublesome. Decided to post by some rare chance some1 comes across this.
The only differnce from my version and Sam’s was I never put logs in these functions originally, since I knew they would be called.