UE 5.5 Nav Mesh Issue

Dear Community,

I’m trying to get a character to walk under a door. But there’s some problem that I, as a newbie, can’t figure out. Can you give me a direction or how I could solve it?

Animation

Here the blueprint of the Character:

Here the blueprint of the door:

Target point 0:

Target point 1:

This is a test to the nav mesh, in order to figure out if I open it manually:

This is another test to the nav mesh:

I hope I left you all the details.
I am available for further details.
The map in question is Assetsville Town.

What’s the question?

The character reaches target point 0, opens the door but fails to reach target point 1, as he cannot pass under the door. How can I solve this?

Looks like there’s something stopping the navmesh from connecting. Does the wall collision go straight through the door? Show us the simple collision for the wall.

Also, your Agent Radius looks quite big compared to your doorway. What’s your Agent Radius? If you use something smaller, make sure to update it both in the RecastNavMesh AND in the project settings. This is not strictly necessary if you only have one nav agent, but it’s a safer practice.

Follows the simple collision for wall and door Frame: (I don’t think there are any problems, since my third-person character goes through it)


While this is the Project Agent Radius:

There seems to be something in front of the door and elsewhere along the wall causing the navmesh to be pushed back. What is causing that? You could also try lowering the Agent radius to see if you can get it to connect, but there seems to be something else going on.

You could also try lowering the cell size to have tighter corners.

Is your navmesh dynamic? If you wan to change what’s blocked and whatnot, it should be dynamic.