The height for a NavMesh is
actually not found in the properties for the NavMesh itself, oddly enough. Unreal relies on a
Scout class to determine this. The
Scout class is designed to be a basic pawn with enough logic just to navigate around your map and see if it can get from one node to another, and therefore generating pathfinding information.
If we were to ever use a pawn whose height is greater than that of the scout's NavMesh, then upon spawning into a map, the pawn would instantly fall asleep and refuse to move. We're going to resolve this before it ever becomes an issue by creating our own
We're going to
Scout.uc and create our own version of the
Scout class. ...