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Nav mesh does not seem to be affected by "Set Collision Response to Channel"

I have set the nav mesh runtime generation to "dynamic", and this generally works.

However, I need to dynamically update collision of an actor with pawns. An actor is spawned while overlapping with the pawn, so collision is disabled while the pawn still overlaps. As soon as it no longer overlaps, I call the BP node "Set Collision Response to Channel" for the actor and set channel "pawn" to "block". This works fine, but it is not respected in the nav mesh.

What am I missing here, how can I force the nav mesh to consider the changed collision properties of the actor?

Product Version: UE 4.15
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asked May 01 '17 at 08:39 PM in Using UE4

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lotodore
216 9 16 22

avatar image lotodore May 05 '17 at 08:15 PM

I'm now creating an additional invisible actor just for the navigation collision.

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It seems that the nav mesh only considers certain collision channels. Even though a certain collision channel might be blocked for an AI, it will not be considered by the nav mesh. In general, it seems that the "pawn" collision channel is considered.

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answered Jul 14 '17 at 10:49 AM

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lotodore
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