As you can see in the following video, the agent completely ignores the navmesh when going up a ramp. Is there any way around it?
is the agent set to pathfind or steer?
Path Following. It can be seen in the very first second of the video. Is the only logic in the entire test
Set the actor dynamic
I tried dynamic, static, rigidbody and no collision. The result is the same in all the cases
.blend? is the ground marked triangle mesh?
Found a way around it. The ground was static. I just put the box (with the origin at the bottom and no collision) inside another box (origin at center, invisible and dynamic) I tested it with both a handmade navmesh and a generated navmesh and it worked fine both times.