Navmesh ignore a blocking volume?

I am using a blocking volume to prevent my character from leaving the camera’s view point. I would like the enemy AI to come from off camera and through the blocking volume. I have already set up custom collision channels and the enemies can pass the blocking volume no problem. The issue is that I’m using behavior tree for the AI and the blocking volume creates a gap in the navmesh on the floor, preventing the Enemy AI from moving through it.

Use BlockingVolume’s bCanEverAffectNavigation to control whether it affects navmesh generation.



I will try that thanks. :smiley: