The problem is that the Nav Mesh will build ontop of these meshes.
I have a project that embraces verticality so Nav Mesh Volumes encompass whole areas, including lots of points where the player can go but the enemies can’t. Creating 10s of Nav Mesh volumes for a level seems like a waste of time, especially whilst environments are evolving, when it can be dealt with on a Mesh Instance basis. I can’t remember if vanilla UE3 had this option for its Nav Meshes, but the projects I worked on did and it was alot quicker and stabler to mark meshes to not have Nav Meshes build on them whilst they still block the Nav Mesh.
Also, coming from UE3 I’m used to the Nav Mesh system being associated with a Pylon actor, and paths coming out from there. However with UE4 it looks like the Nav Mesh will build on any valid surface within the Nav Mesh volume. Is there any way of associating setting Nav Meshes to behave like this, maybe via the Player Start actor (similar to UE4’s original Path Node system)?