Navmesh not working on specific built-in Fortnite assets

Summary

Certain built-in Fortnite assets (BuildingProps) don’t affect/get affected by navmesh.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Assets

Steps to Reproduce

In an island drop any of the CubeTown assets, for example “CubeTown Cube Signle”
In island settings enable debug and navmesh.
Notice

  • No navmesh is generated on top of the cube
  • If the cube is placed on an existing navmesh, the cube does not block navmesh, navmesh goes through the cube

Expected Result

The cube asset blocks navmesh and allows generating a navmesh on top of it

Observed Result

No navmesh is generated on the top of the cube (if used as floor)
Existing navmesh does not get blocked by the cube

Platform(s)

Windows

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Additional Notes

I suspect this is due to the collision settings on those assets, they are set to “Custom” (as opposed to FortBuildingMeshPhysics for ones that work), and likely do not block the right profile expected by the nav system
You can reproduce this even with a default cube shape from the editor, add a new cube from the add menu … navmesh is not affected. Change its collision settings to block all, navmesh works
That’s ok for custom mesh, but with fortnite assets we cannot modify any settings in the buildingprop components (they get discarded) so those assets are unusable as is as far as navigation is concerned

I don’t know if this is limited to the CubeTown assets, but none of them are working, there might be other assets with the same problem

A similar problem is present on the Impostors floors. Although the Nav Mesh appears on them, guards seem to always pickaxe the floors even if they are set to be navigation indestructible