Sorry for the unclear picture.
I took a white cube and stretched it to be the really big white rectangle as shown in the picture.
I then placed a NavMeshBoundsVolume around that really big white cube/rectangle.
I then pressed ‘P’ to see the navigational areas.
What transpired is a green navigational area on the cube/rectangle portion above the heightmap which is as I would expect.
I was hoping that the green navigational area would be on the cube/rectangle portion below the heightmap; however, I got an inconsistent result in that I do get a green navigation area below the heightmap; however, only below heightmap areas that would permit/allow a valid navigational areas above the heightmap. I was trying to show this in the image where the cube/rectangle is white in the area of a steep terrain elevation change.
Anyway, is there any way to override???, or prevent, navigational areas from checking heightmap data to see if that navigational area is valid?
I assume that the code for NavMeshBoundsVolume is non-trivial; however, would it be possible to overload this “function” with a custom C++ function that somehow ignores checking the heightmap for making a navigational area valid?