I can see no reason why this should be happening, there’s no artificial limits in the engine that I can see, and none in our code, but it’s absolutely consistent, 52nd and onward AI spawn just doesn’t path. The BT runs, they get valid path points, they attack if I go close to them. There’s nothing unique in the VisLog output that would clue me in, I even stepped through the MoveTo BTTask code, it finds a path and appears to do what all the other working AI does.
Any ideas or guidance in how to further debug this would be great…thanks!