Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

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.


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
more ▼

asked Jul 19 '17 at 05:02 AM in Blueprint Scripting

avatar image

1 1 2

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.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

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:-)

more ▼

answered Jul 19 '17 at 06:14 AM

avatar image

6 2 4

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?

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question