Volume types
Every volume shares the same shape editing; the type decides what it does.
| Type | Behaviour |
|---|---|
| Blocking | Solid collision. Preview mesh is editor-only. |
| Trigger | Overlap events, never blocks. Preview mesh is editor-only. |
| Post Process | Full native post process settings applied while the camera is inside the shape. |
| Nav Modifier | Applies a navigation area over the exact footprint (by default cuts a hole in the navmesh). |
| Blockout | Visible 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.