# Multiple nav mesh agent types

**URL:** <https://forums.unrealengine.com/t/multiple-nav-mesh-agent-types/2078875>\
**Category:** AI\
**Tags:** unreal-engine, Blueprint, question\
**Created:** [October 21, 2024, 3:39pm UTC](https://forums.unrealengine.com/t/multiple-nav-mesh-agent-types/2078875 "2024-10-21T15:39:19Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![KickAHobo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@KickAHobo](https://forums.unrealengine.com/u/KickAHobo)\
**Post date:** [October 21, 2024, 3:39pm UTC](https://forums.unrealengine.com/t/multiple-nav-mesh-agent-types/2078875/1 "2024-10-21T15:39:19Z")

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I have land, sea, and air units. I am trying to have different nav mesh volumes that enables each type to only move on it’s designated surface type. No matter what I do only one agent type is ever built. I can fiddle with the agents order in the Navigation System settings and change the type that gets built but that is it.

Is there something I am missing or did I mess up something?

I am on 5.4.3.

I have tested in open world and non-open world and they both behave the same.

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**Author:** ![Auran131](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Auran131](https://forums.unrealengine.com/u/Auran131)\
**Post date:** [October 22, 2024, 2:52am UTC](https://forums.unrealengine.com/t/multiple-nav-mesh-agent-types/2078875/2 "2024-10-22T02:52:26Z")

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i believe this is a bug, i know it worked on previous versions but i tried it myself and had the same problem as you

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**Author:** ![doctorpepperdan](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@doctorpepperdan](https://forums.unrealengine.com/u/doctorpepperdan)\
**Post date:** [October 22, 2024, 3:24am UTC](https://forums.unrealengine.com/t/multiple-nav-mesh-agent-types/2078875/3 "2024-10-22T03:24:45Z")

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There’s are a few nav mesh editor volumes, with different functionality like null and high cost, you could utilize these to accomplish what your looking for. You could also try assigning tags to different coins and querying that from the actor, though I’ve never tried something like that so I can’t say forsure it would work or is possible. You could also setup custom nav mesh actor subclass, one for each type of AI
