Hello again @UkkosDuck
From what can be seen in what you shared, it doesn’t seem to be an issue with the BTR, so you could try the following:
It’s possible that the NavMesh is broken, so to make sure that’s not the issue, go to Build and then Build Paths. This should rebuild the NavMesh correctly.
I don’t really see much point in having the NavLinks there, since those are used so the AI can move from one point to another even when there isn’t a directly connected NavMesh. They are usually used for jumps, going down platforms, climbing, stairs, etc. So you could try removing them and see if the behavior improves.
Also make sure the walls have their collisions set to Block All, just to rule that out as a possible cause.
Then, inside BP_AI_Enemy, make sure it has the following configuration:
Collision Presets: Pawn
Collision Enabled: Collision Enabled (Query and Physics)
And to verify what it is actually colliding with, and to check if the issue comes from the capsule, copy the code above into the Event Tick.
Then press Play and, in the console, type:
show navigation
show collision
That will let you properly see if the problem is related to the capsule or not.
In an old post I found, they mentioned a very similar issue, and the solution was to recreate the character capsule. After doing that, it worked correctly for them, so you could also try that. I’ll leave the post here so you can check the mentioned solution.
Also try adjusting the Acceptance Radius of the AI Move To node.
There’s something that looks strange to me, and it’s the square box collision on the character. That could also be causing the issue.
where can that template be found? Maybe if none of the above works and it can be tested, a solution could also be found from there.
Hope it helps.





