Mark Low Height Areas in Navigation Mesh

Hello,

I was looking trough the options for the Navigation Mesh and discovered the option “Mark Low Height Areas”. This seemed to be perfect as I my game will allow the AI agents to crouch.

However, when checking the box nothing changes, no NavArea_LowHeight is being generated under anything and I cannot seem to affect these area’s either by placing down Nav Modifier Volumes.

Are there additional things I have to set up in order to get this to work?

Thanks

Any progress on this?

For anyone who is trying to figure it out in 2026 this is my approach:

Part 1 — Create NavArea_Crouch

  1. Content Browser → pick a sensible folder.
  2. Right-click → Blueprint Class.
  3. Expand All Classes, search NavArea. Select NavArea as the parent (if it’s not selectable, pick NavArea_Default — both are walkable by default). :warning: Do not pick NavArea_LowHeight or NavArea_Null — those are non-traversable.
  4. Name it NavArea_Crouch.
  5. Open it → Class Defaults and set:
  • Default Cost = 2.0 — walkable but pricier than open ground, so bots only duck through when it’s genuinely the better route.
  • Draw Color = something loud (e.g. bright orange or cyan) — this is what you’ll finally see in the nav overlay to confirm it worked.
  • Leave everything else (the walkable AreaFlags are inherited — you can’t/shouldn’t edit them).
  1. Save.

Part 2 — Enable Mark Low Height Areas project-wide (covers all maps)

Edit → Project Settings → Navigation Mesh.

  1. Under Generation, expand the Advanced rollout (the little arrow at the bottom of the section).
  2. Tick Mark Low Height Areas = True.
  3. This writes to DefaultEngine.ini, so all maps’ RecastNavMesh pick it up.

Part 3 — Place a NavModifierVolume over a passage (per passage, per map)

  1. Place Actors panel → search Nav Modifier Volume → drag it into the level near your passage.
  2. Position and scale it so it fully encloses the crouch gap — from at/below the floor up past the low ceiling, covering the whole passage footprint. It must overlap the low-clearance region (err on the side of slightly larger).
  3. In its Details → Nav Modification:
  • Area Class = NavArea_Crouch
  • Area Class To Replace = NavArea_LowHeight ← this is the magic; it auto-switches the volume into the “low pass” mode that keeps the low voxels.