I wrote up how I implemented navmesh generation through solid but destructible geometry in our game, something I could find very little written about (that didn't suggest a worse solution). #unrealengine #gamedev
https://www.stevestreeting.com/2025/09/05/ue-npc-navigation-through-destructible-geometry/

@sinbad interesting read. So far I only used modifiers on primitive components that support the "dynamic obstacle" setup out of the box, so it's good to see this also works with non-primitive convex geometry.

Do you also use the navmesh for player movement, or is it purely used for NPC pathfinding?

@jonasreich Yeah I use the dynamic obstacle modifier approach for moving objects but of course again that’s only adding cost to otherwise open areas. I don’t use the navmesh for the player directly but I do use it for general reachability tests, as well as NPC movement
@jonasreich so thinking about it, I’ve actually improved my reachability tests as well because before they would fail for areas behind diggable blockages but now they will pass, but with a higher cost. That’s a nice side effect!
@sinbad these mixed use cases can make it tricky. We use one shared navmesh for all player and NPC movement as well as checking general reachability (usually on behalf of the player)
@sinbad I recently had to investigate how we could use the modifiers and path query filters to completely block off paths for NPCs, but allow players to path through it, or vice versa.
Getting that to work was possible, even without engine mods, but the nav flags are woefully under-documented so it took some digging
@jonasreich yeah I had to figure out how to have one NPC (movable, but often stationary, the pot) be a modifier which blocked other NPCs so they’d path around it (avoidance wasn’t enough), but also have it ignore its own modifier. Nav query filters & areas worked for that.