# How to avoid generate NavMesh inside static Mesh? (UE5.4.4)

**URL:** <https://forums.unrealengine.com/t/how-to-avoid-generate-navmesh-inside-static-mesh-ue5-4-4/2057814>\
**Category:** AI\
**Tags:** unreal-engine, CPP, Blueprint, question\
**Created:** [October 7, 2024, 10:24pm UTC](https://forums.unrealengine.com/t/how-to-avoid-generate-navmesh-inside-static-mesh-ue5-4-4/2057814 "2024-10-07T22:24:53Z")\
**Posts on this page:** 12\
**Page:** 1

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**Author:** ![Ivan3z](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Ivan3z](https://forums.unrealengine.com/u/Ivan3z)\
**Post date:** [October 7, 2024, 10:24pm UTC](https://forums.unrealengine.com/t/how-to-avoid-generate-navmesh-inside-static-mesh-ue5-4-4/2057814/1 "2024-10-07T22:24:53Z")

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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.

> [@\[bug\] Navmesh generates inside blocking static meshes and blocking volumes](https://forums.unrealengine.com/t/bug-navmesh-generates-inside-blocking-static-meshes-and-blocking-volumes/382315):
>
> 4.14.3 Why tho?

So… any option in 2024 to not generate navigation mesh inside of static meshes?

Thank you so much!!

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**Author:** ![Mind-Brain](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/mind-brain/32/906573_2.png) [@Mind-Brain](https://forums.unrealengine.com/u/Mind-Brain)\
**Post date:** [October 7, 2024, 11:01pm UTC](https://forums.unrealengine.com/t/how-to-avoid-generate-navmesh-inside-static-mesh-ue5-4-4/2057814/2 "2024-10-07T23:01:44Z")

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Hey @Ivan3z!

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.

Hope this helps, good luck! 🙂

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**Author:** ![Ivan3z](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Ivan3z](https://forums.unrealengine.com/u/Ivan3z)\
**Post date:** [October 8, 2024, 12:47am UTC](https://forums.unrealengine.com/t/how-to-avoid-generate-navmesh-inside-static-mesh-ue5-4-4/2057814/3 "2024-10-08T00:47:41Z")

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Hi @Mind-Brain

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)

[![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/d/3/3d3a9c34166ee4917f6d8984495a34074da46c29.jpeg "NavMesh Cleaner Overview") ](https://www.youtube.com/watch?v=7zFgi4Vko-U)

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.

Thank you so much!!

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**Author:** ![Mind-Brain](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/mind-brain/32/906573_2.png) [@Mind-Brain](https://forums.unrealengine.com/u/Mind-Brain)\
**Post date:** [October 8, 2024, 12:54am UTC](https://forums.unrealengine.com/t/how-to-avoid-generate-navmesh-inside-static-mesh-ue5-4-4/2057814/4 "2024-10-08T00:54:29Z")

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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.

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**Author:** ![Ivan3z](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Ivan3z](https://forums.unrealengine.com/u/Ivan3z)\
**Post date:** [October 8, 2024, 12:59am UTC](https://forums.unrealengine.com/t/how-to-avoid-generate-navmesh-inside-static-mesh-ue5-4-4/2057814/5 "2024-10-08T00:59:13Z")

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Well… the news is not so bad after all… at least there is an alternative solution… I will try to turn the walls into actors…

Thank You So Much @Mind-Brain

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**Author:** ![evethir](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@evethir](https://forums.unrealengine.com/u/evethir)\
**Post date:** [June 4, 2025, 9:43am UTC](https://forums.unrealengine.com/t/how-to-avoid-generate-navmesh-inside-static-mesh-ue5-4-4/2057814/6 "2025-06-04T09:43:21Z")

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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.

Easy peasy lemon squeazy 😉

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/a/0/0a0bf2cc8b943947bdc8bad4fe77a98a2e988e46.png)

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<div class="post-metadata">

**Author:** ![Ivan3z](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Ivan3z](https://forums.unrealengine.com/u/Ivan3z)\
**Post date:** [June 5, 2025, 5:31am UTC](https://forums.unrealengine.com/t/how-to-avoid-generate-navmesh-inside-static-mesh-ue5-4-4/2057814/7 "2025-06-05T05:31:31Z")

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Thank you for your response @evethir

Unfortunatly that is not what i looking for. I want my AI can walk over it. So i need the NavMesh “around” it and on/over it…

What i don’t need is the NavMesh INSIDE it… in fact, the NavMesh inside is a problem…

Make a big static mesh cube and look inside… you will see an unuseless an problematic NaveMesh inside it.

Best regads!!

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**Author:** ![evethir](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@evethir](https://forums.unrealengine.com/u/evethir)\
**Post date:** [October 22, 2025, 10:52am UTC](https://forums.unrealengine.com/t/how-to-avoid-generate-navmesh-inside-static-mesh-ue5-4-4/2057814/8 "2025-10-22T10:52:11Z")

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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.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/8/e/c8e8b483d404f97b5f0a275e0ff8674c269188e9.png)  
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 🙂

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<div class="post-metadata">

**Author:** ![Ivan3z](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Ivan3z](https://forums.unrealengine.com/u/Ivan3z)\
**Post date:** [November 21, 2025, 7:48am UTC](https://forums.unrealengine.com/t/how-to-avoid-generate-navmesh-inside-static-mesh-ue5-4-4/2057814/9 "2025-11-21T07:48:53Z")

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> [@evethir](#):
>
> 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 🙂

that sound better.. i will look into that.

Thank you so much @evethir

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<div class="post-metadata">

**Author:** ![Vini\_Cortez](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/vini_cortez/32/1115453_2.png) [@Vini\_Cortez](https://forums.unrealengine.com/u/Vini_Cortez)\
**Post date:** [December 28, 2025, 5:32am UTC](https://forums.unrealengine.com/t/how-to-avoid-generate-navmesh-inside-static-mesh-ue5-4-4/2057814/10 "2025-12-28T05:32:19Z")

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Thank you so much! You saved me

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<div class="post-metadata">

**Author:** ![Sin90\_is\_1](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/sin90_is_1/32/698677_2.png) [@Sin90\_is\_1](https://forums.unrealengine.com/u/Sin90_is_1)\
**Post date:** [January 8, 2026, 4:26am UTC](https://forums.unrealengine.com/t/how-to-avoid-generate-navmesh-inside-static-mesh-ue5-4-4/2057814/11 "2026-01-08T04:26:53Z")

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Thank you! this should be marked as solution I was giving up \<3

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**Author:** ![Shibbery](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/shibbery/32/1145009_2.png) [@Shibbery](https://forums.unrealengine.com/u/Shibbery)\
**Post date:** [January 24, 2026, 9:48pm UTC](https://forums.unrealengine.com/t/how-to-avoid-generate-navmesh-inside-static-mesh-ue5-4-4/2057814/12 "2026-01-24T21:48:06Z")

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@Ivan3z Have you tried this?

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/2/9/229507c8dbccc6bf74823c8097198ed754e313a9.png)

It fixed the problem I was having today where my “find closest walkable location” function was returning points inside of meshes.
