Hey, apologies in advance as the question as more of a “heck, maybe this is why as I’ve already exhausted all the other options?”.
Anyway, I’ve been trying to fix this for the past three days and even the good old Ballmer Peak doesn’t seem to do the trick. Bit of background:
- I have a simple procedural city made of identical buildings (might as well be 8m^3 boxes), where the end result if just a bunch of simple blocks of N’M buildings. This is driven by C++ inside a dummy object I place in the world.
- In my level I also have a NavMeshBoundsVolume that I’ve stretched to encompass the resulting level (haven’t yet looked into how to stretch it dynamically). It has dynamic generation set, even though it wouldn’t be necessary since I only generate the level once and it doesn’t see any further changes.
- I then made a simple AI character based on the UE docs “Behavior Tree Quick Start Guide” and placed one guy in my level.
Now the problem is that the AI just stays put. I’ve re-done the AI part a couple of times, I’ve triple checked the blueprints on all occasions and looking at the thing in the BT window while running reveals that the AI does track the player correctly (and even turns to face him!) but when it comes to actually moving, the enemy just prefers chilling.
I’ve tried setting various things on & off in navmesh generation as well as in the AI but nothing helps. Now I just noticed that the navmesh always shows up as red around the player. If I move the enemy to another part of the level, everything is green there. As soon as the player gets there, it’s all red again, with some tiles blinking between red & green every so often.
TBH I have no idea anymore if the navmesh or something else causing this, but I do know I’ve tried a LOT of things and nothing helps. So maybe someone can immediately point out what to try / what I might have done wrong.