I have automated AI Pawns that correctly use a NavMesh to seek and hunt the player. Cool!
But the character (pretty much the default ThirdPersonCharacter blueprint) is player-controlled, and I also want him to stay on the NavMesh. Currently, the character seems to move around the world exclusively via Add Movement Input and collision with world geometry. How can I lock the character to the NavMesh and not allow him to walk off?
I tried turning off “walk off ledges”, but this seems to only apply to height related cases. I want to straight up block him from moving off, ever. Is this possible? Or do I have to roll my own solution and give up a lot of the nice functionality in Character Movement?