Hey so I’m having some issues with the NavArea class and how to get my mesh to generate the way that I want. These are the results I’m seeing from my testing
atm on my Static Mesh I have set it up so the platforms have obstacle set and the stairs do not.
The Actors on the right with the StaticMeshComponent just have these settings
so the obstacle setting will do as its meant to and skip trying to lay the navmesh out on top of the static mesh but it does use the custom NavArea that I have setup so that the bridges are used more.
It will only use the NavArea if using the obstacle setting. What I would like is for it to cover the top of the walkway with my custom NavArea, anyone able to point me in the direction of what I need to fix, I have tried messing with the project settings for the NavigationMesh and the NavigationSystem, and I have the shape and generation working how I want. We did have a seperate solution where on the blueprint object we would add additional BoxCollision components to the blueprint object, of which we could paint with the NavArea, but we were seeing ALOT of issues with our agents getting caught on the additional physics and stuck. Removing these shapes fixes this problem which was a much higher priority for us than having our agents use bridges more, but it would be nice to have.
I am primarily a C++ dev, and have started looking through to find where the NavArea application should be occurring but what I was hoping for is a solution that doesn’t involve me adding in a plugin to overload a engine class or changing the unreal engine code directly as this is not a massive priority for us atm.