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?