# Navmesh Area Filtering for player-controlled pawns?

**URL:** <https://forums.unrealengine.com/t/navmesh-area-filtering-for-player-controlled-pawns/384084>\
**Category:** World Creation\
**Tags:** unreal-engine, filter, navmesh, question\
**Created:** [February 6, 2017, 4:08pm UTC](https://forums.unrealengine.com/t/navmesh-area-filtering-for-player-controlled-pawns/384084 "2017-02-06T16:08:51Z")\
**Posts on this page:** 2\
**Page:** 1

<div class="post-metadata">

**Author:** ![anonymous\_user\_da7553e4](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_da7553e4](https://forums.unrealengine.com/u/anonymous_user_da7553e4)\
**Post date:** [February 6, 2017, 4:08pm UTC](https://forums.unrealengine.com/t/navmesh-area-filtering-for-player-controlled-pawns/384084/1 "2017-02-06T16:08:51Z")

</div>

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.

---

<div class="post-metadata">

**Author:** ![fatmarrow](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@fatmarrow](https://forums.unrealengine.com/u/fatmarrow)\
**Post date:** [May 17, 2019, 11:39am UTC](https://forums.unrealengine.com/t/navmesh-area-filtering-for-player-controlled-pawns/384084/2 "2019-05-17T11:39:58Z")

</div>

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?
