Hi all,
I have a blueprint that gets placed during runtime. Its collision box is calculated upon placement.
I noticed that ingame, AI characters just walk through it. When I checked in the editor, the static mesh from the blueprint doesnt affect the nav mesh. Here is how it looks like:
For context this custom static mesh is a combination of walls and individually, they do affect the nav mesh. I am confused why the merged/combined static mesh does not?
Here are the blueprint components:
Here’s what I’ve tried:
- Project Settings > Nav Mesh > Runtime Generation set to Dynamic
- Double checked collisions
- Deleted NavMeshBoundsVolume and RecastNavMesh-Default and re-added