Hei,
Thanks for your code, it contributed to my game. I’m pasting my code because I spent a few minutes adapting it to Unreal 4.15.
#include "Runtime/Engine/Classes/AI/Navigation/NavigationSystem.h"
#include "Runtime/Engine/Classes/AI/Navigation/RecastNavMesh.h"
int32 AMyCharacter::GetNearestPolyAreaID()
{
auto world = GetWorld();
if (!world) return 0;
auto navSystem = world->GetNavigationSystem();
if (!navSystem) return 0;
auto navData = navSystem->GetMainNavData(FNavigationSystem::DontCreate);
if (!navData) return 0;
const ARecastNavMesh * navMesh = Cast<ARecastNavMesh>(navData);
if (!navMesh) return 0;
auto loc = GetActorLocation();
auto extent = FVector(100.0f, 100.0f, 100.0f);
NavNodeRef poly = navMesh->FindNearestPoly(loc, extent, navData->GetDefaultQueryFilter());
auto areaID = navMesh->GetPolyAreaID(poly);
return areaID;
}