# Pathfinding door

**URL:** <https://forums.unrealengine.com/t/pathfinding-door/321142>\
**Category:** Blueprint\
**Tags:** pathfinding, unreal-engine, UE4, Blueprint, question\
**Created:** [June 9, 2015, 8:05am UTC](https://forums.unrealengine.com/t/pathfinding-door/321142 "2015-06-09T08:05:28Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![DDemon](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@DDemon](https://forums.unrealengine.com/u/DDemon)\
**Post date:** [June 9, 2015, 8:05am UTC](https://forums.unrealengine.com/t/pathfinding-door/321142/1 "2015-06-09T08:05:28Z")

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I have doors without collision on the map I want that only the good units would enter those doors, and if possible it should be done be pathfinding with the navmesh how do I do it?

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**Author:** ![MikeeVer](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MikeeVer](https://forums.unrealengine.com/u/MikeeVer)\
**Post date:** [August 10, 2015, 2:30am UTC](https://forums.unrealengine.com/t/pathfinding-door/321142/2 "2015-08-10T02:30:03Z")

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You can use navlink with custom “Area Class”

and

“Filter class” in Move To on behavior tree

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**Author:** ![MikeeVer](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MikeeVer](https://forums.unrealengine.com/u/MikeeVer)\
**Post date:** [August 10, 2015, 3:54am UTC](https://forums.unrealengine.com/t/pathfinding-door/321142/3 "2015-08-10T03:54:12Z")

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**Author:** ![DDemon](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@DDemon](https://forums.unrealengine.com/u/DDemon)\
**Post date:** [October 3, 2015, 5:35pm UTC](https://forums.unrealengine.com/t/pathfinding-door/321142/4 "2015-10-03T17:35:11Z")

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More harder than that but yea its possible thanks.
