# Multiple Nav meshes with different properties

**URL:** <https://forums.unrealengine.com/t/multiple-nav-meshes-with-different-properties/2593404>\
**Category:** Programming & Scripting\
**Tags:** ai-navigation, Navigation, unreal-engine\
**Created:** [July 6, 2025, 2:02pm UTC](https://forums.unrealengine.com/t/multiple-nav-meshes-with-different-properties/2593404 "2025-07-06T14:02:48Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![sefa78](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@sefa78](https://forums.unrealengine.com/u/sefa78)\
**Post date:** [July 6, 2025, 2:02pm UTC](https://forums.unrealengine.com/t/multiple-nav-meshes-with-different-properties/2593404/1 "2025-07-06T14:02:48Z")

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Hi everyone, I was wondering if its possible to have two different nav meshes, one which will be the default with default tile sizes etc. and one which will be a coarse nav mesh with very huge tile sizes with lower precision.

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**Author:** ![Infant\_Zero](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/infant_zero/32/715655_2.png) [@Infant\_Zero](https://forums.unrealengine.com/u/Infant_Zero)\
**Post date:** [July 6, 2025, 10:44pm UTC](https://forums.unrealengine.com/t/multiple-nav-meshes-with-different-properties/2593404/2 "2025-07-06T22:44:11Z")

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I don’t directly know the answer to your question, but I use a Navigation Invoker component attached to my player character. So, I would imagine in theory one could have that and a static nav mesh at the same time.
