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How do I make spawned in prop blueprint block navmesh?

So far under project settings I have navmesh set to static, and would like to keep it that way.

I also have the force rebuild on load option on. When I show navmesh in-game, procedurally spawned props do not seem to block the navmesh, and so the AI will just sit there until it decides to change it's direction. The collision preset of the blueprint item is blockall, and the prop itself was set between static and movable.

Could someone please point me in the right direction? I've searched the forums, and the resolutions are either executing nav rebuild via console command or using dynamic navmesh.

http://imgur.com/a/npaUG

Here is an example of what I'm talking about. The prop on the right was manually put into the scene, and responds to the navmesh, whereas the spawned in version has no response.

Product Version: UE 4.13
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asked Jul 19 '17 at 05:02 AM in Blueprint Scripting

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ThaGuyWithCake
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avatar image ThaGuyWithCake Jul 19 '17 at 07:01 AM

Alternatively, if I were to use dynamic nav mesh as opposed to static nav mesh, have the doors (they bug out with dynamic) not ever affected by navigation, while placing navlink proxys in between doorways, what performance impact am I looking at? It's a single level, a few stories and only 1 AI character moving around the level.

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1 answer: sort voted first

project settings> nav mesh>runtime >Runtime generation > set to dynamic

if this isnt working > set Can ever affect navigation ( under collision ) to true

best of luck:-)

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answered Jul 19 '17 at 06:14 AM

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ppchavan001
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avatar image ThaGuyWithCake Jul 19 '17 at 09:57 AM

Thank you for your response. I have done both of these, however, can affect navigation seems to not do anything for the mesh blueprints.

I have made a workaround though. Do you happen to know the performance impact that dynamic navmesh has over static?

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