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Navigation

Scene, level & world
12 operationsnavigation

Set up the nav mesh, agent settings, nav areas, modifiers and nav links.

What it’s for

This area sets up the navigation your AI walks on. Your assistant can change how the nav mesh is generated, the size and limits of the walking agent (radius, height, walkable slope, step height), and the area costs that steer which paths AI prefers. Ask here when you want a level navigable for AI or want paths to behave differently.

It also handles the pieces that shape navigation in one spot. A NavModifier on a Blueprint can mark its footprint as a different nav area. A NavLinkProxy connects two points a normal path cannot reach, such as a ledge to jump down from or a teleport. Once settings and geometry are in place, your assistant can rebuild navigation.

For the AI that uses navigation, such as controllers, behavior trees, Mass and Smart Objects, see AI setup.

Things you can ask

Tune the nav agent and rebuild

The walking agent gets new dimensions and the nav mesh regenerates to match.

examplenavigation
You: Make the nav agent a bit taller and steeper, then rebuild navigation.

The agent now has radius 40, height 180 and a max slope of 50. Navigation is rebuilding.

Connect a ledge with a nav link

AI can now drop from the ledge to the floor, a route the nav mesh could not reach on its own.

examplenavigation
You: Add a one-way nav link from the ledge down to the floor.

Added LedgeDrop, a one-way nav link from the ledge down to the floor.

Mark a Blueprint as a nav area

The Blueprint’s footprint is stamped with the nav area you chose, and the asset is saved.

examplenavigation
You: Give BP_Hazard a nav modifier that marks it as the Null area, and save it.

BP_Hazard now has a HazardModifier component that marks it as NavArea_Null. Saved.