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[Closed] Nav mesh ignoring agent height

I have a table static mesh with separate box collision primitives for the 4 legs and the top. The generated nav mesh is including the area under the table, even though the Agent Height property is way above the height of the table. As a result the character is getting stuck walking into the edge of the table.

Do I have to configure something else somewhere in order for the character height to be accounted for?

[Using 4.7]

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table.png (315.5 kB)
boxonground.png (327.9 kB)
boxraised.png (320.4 kB)
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asked Feb 26 '15 at 12:05 AM in Using UE4

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kamrann
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avatar image MieszkoZ STAFF Feb 26 '15 at 11:17 AM

Would you mind posting some images to help us grasp the details of your setup?

--mieszko

avatar image kamrann Feb 26 '15 at 01:05 PM

Done. As you can see I did a test using a simple solid cube, and it appears that the height is not factored in at all. As soon as the bottom of the box is raised above the level of the nav mesh, the mesh expands underneath it. Am I missing something?

avatar image kamrann Feb 26 '15 at 03:41 PM

My bad Mieszko, my navmesh bounds volume was not extending far enough upwards. Sorry, closing question.

avatar image MieszkoZ STAFF Feb 26 '15 at 07:59 PM

No worries :)

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The question has been closed Feb 26 '15 at 03:42 PM by kamrann for the following reason:

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