Workflow tips for navmesh along paths

Hello, I am new to working with nav mesh. So far in prototyping I have just made navmesh volume fit the level. But in an actual production level, there is a lot of background area and many times the play area may be restricted to just some paths, like seen here:


(playable area may just be within the fences for some areas of the level)

I’m just curious what others are doing. I see a few possibilities:

  • scale nav mesh volumes to match playable area as close as possible and then use collision bounds to wall of with greater resolution (basically we want to make sure that enemies can’t ever accidentally spawn outside the fence and then be stuck)

  • just use nav mesh volume to cover most of the level and then block in playable areas with collision bounds

  • maybe make a blueprint to spawn navmesh modifiers along a spline? Not sure this is worth the effort compared to simple things.

Would love to know what your workflow is! It’s just about ergonomics for me mostly, but I do imagine that having a lot of navmesh that will never be used is just generally wasteful.