Rotation of navmesh modifier volumes when modifying resolution

Hello,

I noticed that when using navmesh modifiers it uses the axis-aligned bounding box to determine which tiles are affected. This is particularly relevant when using the navmesh modifiers just for setting a lower or higher resolution. Buildings where a higher resolution is often needed or open areas where we can use a lower resolution are not always axis aligned, which makes it necessary to use multiple navmesh modifiers, which is not ideal.

What is the recommended way to dealing with this? Is there a better way to set the resolution of a group of tiles which won’t rely on AABBs?

Thanks,

Denis

Steps to Reproduce

There is not a way to do that currently that is not AABB. You could try creating your own NavModifierComponent and overriding CalculateBounds to gather component bounds of the attached actor without creating AABB from each of their bounds like what is done in PopulateComponentBounds. The largest culprit is how NavModifiers have historically always used AABB, but I can certainly see how a long, narrow modifier at an angle affects lots of tiles that are nowhere near the modifier itself.

-James

Thanks James!