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APawn::SetCanAffectNavigationGeneration

function Engine Blueprint Since 4.14
#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);
}

Version History

Introduced in: 4.14

Version Status Notes
5.6 stable

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