APawn::SetCanAffectNavigationGeneration
#include "GameFramework/Pawn.h"
Access: public
Specifiers: UFUNCTIONBlueprintCallable
Description
Controls whether this pawn instance participates in runtime navmesh generation. By default pawns do not affect navigation; set this to true when the pawn's physical volume should carve or modify the navmesh at runtime.
Caveats & Gotchas
- • Has no visible effect unless runtime navigation generation is enabled in the project (RecastNavMesh → RuntimeGeneration = Dynamic or LargeScaleDynamic). In static-baked nav projects the call is silently ignored.
- • You must also override UpdateNavigationRelevance() to propagate the flag to the relevant components (e.g., capsule or mesh). Without that override, the components still won't mark themselves as nav-relevant.
- • The AdvancedDisplay metadata hides bForceUpdate from the Blueprint node by default; expose it only when you need to force a rebuild mid-frame.
Signature
void SetCanAffectNavigationGeneration(bool bNewValue, bool bForceUpdate = false) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| bNewValue | bool | Whether this pawn should be considered when generating the navmesh. | — |
| bForceUpdate | bool | If true, forces an immediate navigation update even when the value didn't change. | false |
Return Type
void Example
Enable nav generation for a large creature pawn C++
void ACreaturePawn::PostInitializeComponents()
{
Super::PostInitializeComponents();
// This creature is large enough to carve the navmesh at runtime
SetCanAffectNavigationGeneration(true);
} Tags
Version History
Introduced in: 4.14
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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