This worked back in 4.12, but has not worked in 4.14-4.16. I am using a blueprint only AI and frequently use AI MoveTo node. AI MoveTo will fail repeatedly, but if I loop it to keep trying, it eventually succeeds. I verified start and end points are reachable in nav space. problem with this looped work around is that the AI stutters in between each assignment.
I have tried switching to MoveToLocation, as many questions post it as fixed since 4.13, but in this node the pawn stops moving after two steps and looping does not fix.
I have a nav mesh and verify by visibility that the path is traversable. If I implement a behavior tree the pawn also moves fluidly, confirming this is a problem with the nodes internal pathfinding and not ue4 pathfinding in general. I am certain location inputs are correct by the same test. I have tried varying radius from 0 to 200 in size 50 increments.
The issue here is not with pathfinding as success is eventually achieved as I noted. There is something within the node function which is returning failure and halting motion when a more appropriate status is in progress.
It is a simple shift for me to use the behavior tree workaround but want the devs to know about this (perceived) unintended behavior.