That is one to “solve” the issue. The problem with doing that though is that the navmesh will generate further away from every wall. Not just those internal walls, but also from the external walls. This means the AI agents cannot path as close to the external wall as they could before. It might also result in narrow openings (like a doorway) becoming blocked.
Hey. after some search i think i got a easy solution that can solve this problem. If you go in the Static Mesh himself, in the Navigation tab you can set it to be a Dynamic Obstacle, once its true you can change the area class of the static mesh, just set it to null and nav mesh will not spawn in the static mesh
That solution unfortunately doesn’t help when you want to be able to path over it.
There is a bFillCollisionUnderneathForNavmesh flag on components that is pretty helpful with this problem but it’s not on by default. It also has a huge downside that it fills collision in 2d space, so if you check this box on a rock and have a cave underneath, your cave no longer has navigation.
IMO convex collision should not assume we want navigation within it. To date, this system is inadequate IMO.