Humanoid not calculated as part of navmesh

I’m working on a basic FSM AI System and decided to start with the default navmesh and MoveTo function. However, after some hours of development and adding multiple agents, i’ve noticed that anything with a Humanoid component isn’t calculated as part of the Navmesh. Is there any reason behind this, or is there a way to include Humanoids in the navmesh calculation?


Other humanoids aren’t considered an obstacle for agents. Don’t think there’s any particular reason behind it, just a design choice maybe?

You may be able to find something of value in the thread announcing new pathfinding that includes the introduction of the navigation mesh generator: