AI MoveTo always aborts, won't work

Thought it might be the navmesh but thats perfectly viable, seems to be working. The pawns are controlled as I’m printing the AIController at BeginPlay. They just refuse to budge, always report AiMoveTo has aborted.

Very confused. New to AI. Been at it for about 5 hours solid trying to work out what I could have done wrong.

Checked for collisions, ensured Navmesh is viable, checked to make sure no collisions were making them refuse to navigate, feeling a bit shaken. What is happening?

Sorry to be a pest, and with what must be such a simple thing.

I appreciate your patience and time.

Hey Osakanone, could you try connect Target Actor from Pawn Sensing output instead of Destination.

Tried; No joy. Didn’t help.

I can’t quite see what you have in your BP but it looks like you have a Cast To node in there. Not sure why that’s there. Can you post a picture of just the BP?

You may want to use the "As winter version one " pin directly into the Target Actor instead of using its location as a destination. Also if that doesn’t work you might wanna print string from that Cast failed to see if its actually getting past that at all

https://i.imgur.com/qAl319z.jpg Tried again from scratch using a behavior tree and a simple task. Got MoveTo assigned to the key RandomLocation. Everything else is executing fine. My keys are all tidy, my controller is assigned properly, my behavior tree is running and its all hooked up properly…

It seems GetRandomPointInNavigableRadius is the specific step which fails, as does MoveTo both which I think have something to do with my navigation mesh – so I think this has something to do with my navigation mesh and my controllers either not seeing it or not being able to interact with it? I have a NavMeshBoundsVolume setup and its all green across the board and its within the volume so I’m very confused.

Does having an unusually large or small pawn have anything to do with this? My character is about 7 meters tall or so. I even accounted for this by making sure the height of the bounds volume 100% encompasses not only my pawn but through the floor beneath JUST incase.

Frankly, I feel you’re barking up the wrong tree here. It’s most likely not the nav mesh, but let’s first verify that.
If you use a simple AI MoveTo node and have them move to the player, does this work? If so, it’s not the nav mesh.
If it doesn’t work, then we can focus on the controller/nav mesh.

Tried. No response.

Are these AI being spawned or are they placed into the level manually?

Manually. So experimentation with a new map and the discovery of vislogger now tells me the raycast attempt thinks it has an invalid starting location which finally gives be a clue.

Is there any reason this wouldn’t be set automatically or are there special circumstances where (and how) this would be done manually?

Super super appreciate your patience with me by the way. I normally work on sound design and graphics work and this is my first attempt going solo to learn the ins and outs of the engine. Its a wild ride and I’m having a really interesting time.

The workspace: https://i.imgur.com/quNUjX0.jpg

Controller: https://i.imgur.com/UakVmj6.png

Changing the navigation filter doesn’t seem to change anything - nor does enabling transform for attach to pawn.

This is very very confusing.