Navmesh Area Filtering for player-controlled pawns?

Is there a way to restrict player-controlled pawns (that is, human players) with Navmesh Walking enabled from entering certain nav areas? AIController provides a parameter for Navmesh Filters that can restrict them from pathfinding through certain areas of the navmesh, but I see no way to restrict a human-controlled pawn from doing this.

Maddening that very few people answer these navmesh/AI queries, and the problems persist after so many years.

Did you find an acceptable solution/workaround?