On the right is the same tree but placed directly as a static mesh in the scene. On the left is the foliage painted one. It has collision enabled and the navmesh becomes dirty when I place it, but it recalculates covering the tree area as if there’s no collision. This current setup is using a NavigationInvoker agent, but the result is the same with traditional navmesh.
Just to note - making my static meshes Dynamic Obstacles and restarting the editor makes them generate the navmesh slices. But since my trees won’t be walking around anytime soon, I’d like a solution that is not a workaround.
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There is a setting within ‘Foliage’ mode that will allow your foliage instances to be accounted when the Nav Mesh is generated. Simply click on the static mesh actor while in foliage mode, scroll down to the ‘Instance Settings’ and set the ‘Custom Navigable Geometry’ to ‘Yes’ or ‘Even if Not Collidable’.
Now rebuild your scene to allow your Nav Mesh to be recalculated to account for your foliage instances that you have marked as custom navigable geometry.
This DID solve my problem actually, I’ve set it to “Yes” and I had to add UCX collision to my trees, AND restart the editor. The last bit was why I wasn’t seeing the changes immediately.
Thanks for the info and sorry if this is intended behavior and not a bug report.