Physics objects block AI pathing

Hello,

I’m having some trouble coming up with a solution. My aim is to create a physics object that can block and slow down an enemy AI, but not prevent them from pathing to the player character.

Essentially, the player would be able to push furniture in front of doorways to block the AI. in trying to get to the player the AI would detect the furniture in their way and attack it, which would apply some movement or break the furniture apart. This part I have figured out.

But where I’m stuck is, how do I prevent the NavMesh from cutting off the path from AI to Player? How could I set weighted values so if there’s just furniture in the middle of the room the AI would at least show some intelligence by walking around it?

For example, you have two entrances to a building and one entrance is blocked. The enemy spawns on the blocked side but the weight ends up being higher to walk around the building than to break through the furniture.

Any feedback is much appreciated.

Thank you,

-Metric

Thanks, that helped with part of the issue. If you convert your comment to an answer I will mark it as answered.

Thanks to someone on Unreal Slackers on Discord, I was able to figure out the rest of the puzzle.

I have an Actor BP with a static mesh as the Root. In addition, I have the NavModifier added and under its Details panel I set Area Class to NavArea_Obstacle.

AI will now push through the physics objects and path around them if there’s a better route.

If i remember right theres a option called affects navigation which you can set to false which should help. Working from memory though so cant be exact

edit: the actual option is “can ever effect navigation”. i just tested on a cube mesh and it works so the mesh doesnt affect navigation.