Navmesh Roads & Sidewalks

This isn’t very detailed but, you could look up how to use splines or set up a BP on your roads. Something like on Event Actor Overlap AI reacts by stopping, changing directions, searching for new waypoint, actors, etc… Maybe take a look into those options and see if either would work for you.

In Unity3D, i used NavMesh areas to split the NavMesh into roads and sidewalks, so that pedestrians did not randomly cross the road and stick to the sidewalk. For vehicles i used a waypoint-based system combined with the NavMesh, so that vehicles follow the roads in the right direction and in lanes

I cannot work out how to achieve the same in UE4. I have tried setting the NavMesh area on the static meshes, but it doesn’t seem to work as the NavMesh colour in the scene viewport does not change color.

I need the characters to not walk on roads at all. I can handle crossing the road at crossings, without the NavMesh as it is a straight line. Vehicles need to use the roads and need to be able to drive on sidewalks. I know that i need to implement the path following for vehicles, which i have already started, but i just need help with the NavMesh side.

Sorry, I think you may have misunderstood the question. I am asking how to split the nav mesh into roads and sidewalks. I can create the path following and waypoint parts myself.

if I understand correctly then, you could just place 1 Nav Mesh Bounds Volume per city block? You can place more than 1 Nav Mesh on a map.

I suppose that could work, but it would not be a permanent solution.