Basically, my NPCs that need to attack me at melee range are too dumb to bypass each other. If one is attacking me, the other one behind him seems to be unaware and will forever keep colliding with him on his path to reaching me.
Collision on the capsule of my NPC characters is pretty much deafault. I’m also using the default MoveTo task node in the behavior tree. Basically, everything is pretty much vanilla, I didn’t mess up the project settings.
Things that I tried to fix it (you don’t need to read this part if you already know how should I fix it):
- I tried fiddling with the RecastNavmesh that is generated in the level, changing some of the parameters such as RuntimeGeneration. Didn’t help.
- I tried adding a special sphere collision component to my npc characters, marking it as a ‘DynamicObstacle’, hoping to force the carving of the navmesh that way. Also didn’t work.
- I also tried fiddling with the parameters of the MoveTo BehaviorTreeTask, to no avail.