Need separate navmeshes for land and sea units

I have land and sea units. I am trying to get the land units to only consider land areas for navigation and sea units to only consider water areas for navigation.

I am using behavior trees. I tried setting up nav area obstacles and query filters but I realized Id have to have different behavior trees since the move to nodes would all have to have their filter class set independently for each type of unit.

In Unity you can have the nav agent just ignore all the navmeshes that it doesn’t care about and it works nicely. I am hoping for something like that for Unreal so I don’t have to do a ton of extra work just to get my boats to be blocked by land and my trucks to be blocked by sea

UE does support Custom Navigation Areas. I’ve pasted the link to the documentation.