EDIT Solution found: Messing around with collision after seeing the Navmesh should be working I switched the Collision Complexity of the doorframe to “Use Simple Collision as Complex” and that did the trick. I’m no expert so can’t explain why.
I can’t seem to find an option to make this work. Currently I can’t get my Character model (TopDownCharacter) to go through the standard size SM_DoorFrame from the Starter Content. If I scale the door wider ~1.2 I can walk through. It doesn’t seem like my character should be too big. I have the doorframe collision as Use Complex Collision as Simple and BlockAll preset.
What I’ve tried:
I made my navmesh agent radius smaller so the green navmesh area fits through the doorframe
I tried shrinking the player capsule until it has a 5 unit radius
I’ve scaled my character model in all axes to .75
Nothing I do seems to get my character through the doorframe, any ideas? Any additional information you may need let me know, certainly not an expert here.
https://forums.unrealengine.com/core/image/gif;base64
It appears the navmesh isn’t wide enough to allow that character mesh through. It’s even narrower on one side of the door (upper) than the other (lower), and since the character is going from the upper to the lower side of the door, it might be what’s blocking going through. Can the navmesh radius be increased to span the entire width of the doorframe?
Thanks for the replies. I checked Player Collision and the doorway only highlights the geometry which was a good check. The Navmesh might be the issue, I agree it seems to not form well to the doorframe. I was messing with the “agent radius” of the navmesh, not sure if anyone knows another form of navmesh accuracy editing? The door is not going to be open all the time, I have a door BP that opens when clicked on that uses this doorframe and a door. If I can get the pathing/collision figured out I will then use that.