I need navmesh to be generated on top of the static mesh.
But the navmesh generated inside off the static mesh is a problem because it is detected as navigable points too.
I know this is an old problem. I’ve been reading some posts but they are old and none of the solutions given are useful or practical (at least in my case). Like this one for example.
So… any option in 2024 to not generate navigation mesh inside of static meshes?
You can create a navmesh modifier volume for the level! By default what it does is remove area that can generate navigation, and it can do other things as notated in its “Details” window. You should be able to find it in the same place the regular navmesh volume is located in the actor menu on the main window.
With a modifier volume I can remove the mesh inside a wall… but I have a lot of walls in the level… Do I have to do this on every wall?
Or maybe I’m not doing it correctly?
I’m looking for something like this (Something more global and general)
The only difference is that I want to keep the navigation mesh on the roof. (I just want to delete the navigation mesh inside the fully closed volumes).
I’ve been experimenting with the modifier volume options for a while now and can’t get it to work what I want.
So it looks like your actual static meshes ARE blocking the movement.
There are faster ways to go about this like having your walls be actors and attaching a navmesh modifier volume TO that, but otherwise if you’re trying to have hollow meshes the manual sculpting is what you’re going to get. Sorry to be the bearer of bad news.
Hello
Apparently, the answer is easier than you think.
In the static mesh editor, you have to go under the “Navigation” section, enable the “Is Dynamic Obstacle” checkbox, and then set the “Area Class” to “NavArea_Null”. This will avoid the nav mesh volume from generating the nav mesh around that static mesh.
well I guess that the best way for you is to create a new blueprint with a volume endowed with the NavMeshMOdifier component as a AreaModifier “Null” and then put this actor inside the your actor with the involved static mesh.
This is far from optimal. Maybe a better solution could be to create a custom scene component via C++ that allows you to create an area with the properties provided by the NavMeshModifier component