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Volume types

Every volume shares the same shape editing; the type decides what it does.

TypeBehaviour
BlockingSolid collision. Preview mesh is editor-only.
TriggerOverlap events, never blocks. Preview mesh is editor-only.
Post ProcessFull native post process settings applied while the camera is inside the shape.
Nav ModifierApplies a navigation area over the exact footprint (by default cuts a hole in the navmesh).
BlockoutVisible in game, blocks like a solid, and can be baked into a Static Mesh asset.

Switching type updates the collision, materials, and Details panel instantly — no need to redraw.

Editor-only vs. in-game

Blocking and Trigger volumes show a preview mesh in the editor only. Blockout is the one type whose geometry is visible in game.

Type-specific settings

Two types add their own properties to the Details panel:

  • Post Process volumes — the full native post process UI, plus Priority, Blend Radius, Blend Weight, Enabled, and Infinite Extent.
  • Nav Modifier volumes — Nav Area Class, Nav Area Class to Replace, Nav Mesh Resolution, and Mask Fill Collision Underneath.