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Door Trigger Collision Affecting Navigation Modifier

I'm working on a door blueprint and I'm using a trigger to open/close the door when a character is nearby. I thought about how I could update the navigation mesh to reflect the door being open/closed. I tried using a fully dynamic navmesh but I don't like the performance costs, and the update time. Now I'm hoping using modifiers will be what I want.

I added a NavModifier component in the door blueprint and set it's area class to "NavArea_Obstacle". The problem is it's counting my collision for the trigger ( set to Collision Preset "Trigger") as an obstacle too.

If the trigger is set to custom and ignore all, it still counts as an obstacle. If the trigger is set to "no collision", the navmesh ignores it but my overlaps don't trigger.

Changing any of the values of the Trigger>>Navigation like area class to none doesn't have any effect.

I'm not sure if this is intended behaviour or not, it doesn't seem like a good idea if it is. Maybe I'm approaching this the wrong way? Anyone have any suggestions?

Product Version: UE 4.13
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asked Nov 12 '16 at 04:08 PM in Bug Reports

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Grant Margison
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Hey Grant,

The easiest way to get this to work like you want would just be to make the door not affect the navmesh by disabling the Can Ever Affect Navigation option in the mesh's options. The door will still block the character, but it won't affect the navmesh so when it is opened, the path will exist and the ai character will be able to successfully move through the door.

Let me know if that doesn't work out for you or if you have any further questions.

Have a great day

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answered Nov 14 '16 at 02:48 PM

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Sean L ♦♦ STAFF
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avatar image Grant Margison Nov 14 '16 at 10:47 PM

Thanks Sean, you're right.

Because the door is using a trigger, you don't really want the AI to find a different path, just run up to the door and it'll open.

Would still be nice to have more control over what components are affected by the navmodifier component.

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