I can’t figure out why this is only finding the point it’s actively at and no where else on the nav mesh. The radius is set to 500 and the nav mesh is large enough for the ai to search for a new point.
Still an issue, I’ve figured it might have something to do with the Nav mesh?
I’ve created a new AI Character with super simple logic that is
Event BeginPlay → Ai MoveTo (Self, Set to Pawn)(Get Player Character, Set to Target Actor)
The issue seems to occur when I spawn the NPC too close to the nav mesh
The capsule collider isn’t colliding with the ground at start
but when I spawn it above the nav mesh it works as intended?
Sorry I can only include 1 piece of imbedded media in this post apparently
This worked perfectly in Unreal Engine 5.2.1, but it seems to be having issues now that I’ve updated to UE 5.4.4.
looks like your NPC is blocking the NavMesh so no path can be found.
see in your second pic how its not green around the NPC.
check your components for unwanted collision and also look for CanEverAffectNavigation
is was CanEverAffectNavigation!
i didn’t realize that the static mesh was the component that had that box checked, I was checking all over on the BP itself.
thankyou so much!