Navmesh pathfinding with slope and surface costs

I’d like to have a pathfinding:

  • with slope costs so that AI prefers to move flat land before going to climb a hill (most important),
  • with surface costs based on a landscape so AI wouldn’t walk into the swamp on their heels unless they don’t have a dry way (less important).

The project:

  • is a huge realistic world;
  • i’m trying to go blueprint-only;
  • the runtime navmesh generating is not necessary for me (might become later, but now i’m making editor widget).

As far as I understand it is only possible to:

  • Use navModifiers to set cost for specific volumes (actors) - i can’t afford to place volumes on every slope fragments of a landscape manually.
  • Go into the deep programming to override pathfinding/casting - would be heavily time-consuming and frustrating for me.

And it is not possible to:

  • tell the navmesh to generate areas with different costs,
  • use any kind of external editing for a navmesh,
  • place navmodifiers procedurally on the slopes or specific landscape surfaces.

Am i right or are there any other possible solutions?
Maybe someone did publish a code snippet or a plugin?
Any workaround ideas?

Did you find any way to do this?

I’m also interested in how to modify cost based on surface characteristics such as slope angle, physical material, etc. to make a vehicle find the most efficient path.

Don’t mind writing some C++ code as long as I don’t have to modify and rebuild the engine itself.

Still nothing on this topic? I’m trying to find a solution for that for two days already. I had no idea that such basic functionality seems imposible.