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how to make pawn ignore navmesh nulled area?

hello, i have a character that i need to be able to traverse the navmesh without any collisions…

i mean, if there is a wall, that changes the existing navmesh… i want the actor to be able to traverse thru it…

i have tried to set no collision but, it does not work, because the wallchanges the navmesh, and the character i want to pass thru uses the navmesh to pathfind…

how can i set the character to be able to use the navmesh even if it is null

also, how can i add a preferred navmesh to a character?

do i need 2 different navmesh bounds volume?
it seems to work as one…

The static mesh has a property called Can Ever Affect Nav. You need to uncheck that box on the static mesh that you want the nav mesh to ignore. Appreciate +1 if I helped :slight_smile:

but the thing is i need the static meshes to keep on affecting the navmesh, i only want a specific actor to ignore all other static meshes, as if there is nothing in the nav mesh…

I heard you can ignore pathfinding by using MoveDirectlyTo node and also MoveToLocation or similar nodenhas a checkbox for whether to use pathing