My problem is for items that are outside the nav mesh but I still want to reach. If I put the vector coordinates outside the navmesh and use that for the AI MoveTo, the AI doesn’t move and fails to reach the location before even trying. If I put the actor as target for AI MoveTo, he will try to walk up until the nav mesh bound but keep trying (even though he’s in the acceptance radius) and AI MoveTo will fail to reach, again even though he’s in the radius.
Solution would likely be to add a collision box to your actor (banana). Then the range will work. Also, you should make it a root.
edit:
Another thing I have found is that the target actor needs to be somewhat close to either the navmesh or ‘reachable’ (collision) by Moving AI pawn - else your MoveTo will be failing.
Not sure if this solution also works for the MoveTo BP node, but I had a similar issue with the MoveTo node in my BehaviorTree.
Not matter what I tried tweaking, it simply ignored my “Acceptance Radius” completely. Any value below ~65 just resulted in the AI pawn moving right up to the target actor with barely any distance in between.
I found another “Acceptance Radius” property in the project settings which was by default set to 5. After setting that to 0 the MoveTo suddenly started using my configured “Acceptance Radius” on the MoveTo BT node.
I assume this is related with “Acceptance Radius” only being considered on the last node of a calculated path. If you reach your goal before the last node, your specified Acceptance Radius is not respected. That’s when the global Acceptance Radius comes into play I believe. Again not 100% sure if this solves your particular problem.