So I developed a simple AI controller based blueprint yesterday that’s supposed to just move and roam around on land. You attach it to the character BP
The issue is, when I put the character down, it won’t move, unless I stick it in mid air then it will fall to the ground and begin moving. But until I do that, it literally will not move or path if it’s within like 10 meters of the ground
I rebuilt navmesh, created a new one, expanded size. It makes no sense. Any ideas??
This sounds like the character isn’t projecting onto the NavMesh when it spawns/is placed. A few things to try:
Press P in the viewport and confirm green coverage actually reaches the spot where the pawn stands (not just a few meters above). If the navmesh is slightly above/below the floor, adjust the Recast NavMeshBounds volume and check Agent Radius/Height and Cell Height in Project Settings > Navigation Mesh.
Check the character’s capsule half height and the agent height. If the capsule is bigger than the nav agent settings, the “feet” location sits outside the projection range. Increase Default Query Extent (Project Settings > Navigation System) so the start point can be projected onto the mesh.
Make sure the AI Controller actually possesses the pawn when placed in the level: set Auto Possess AI to “Placed in World or Spawned” and use the right AI Controller Class.
Use Get Random Reachable Point in Radius (or Get Random Location in Navigable Radius) and print the Return Value / use Project Point to Navigation first, then AI Move To. Print the AI Move To result (On Fail) and the Movement Result to see if it’s failing, aborted or blocked.
Since it works after falling, also check that Movement Mode isn’t stuck on None/Falling until a landing: make sure Character Movement Component has a valid Default Land Movement Mode = Walking and the actor isn’t spawned slightly inside geometry.
Use the Visual Logger (VisLog) to see the path query result, it usually shows exactly why the request fails.