AI Not able to get random point on nav mesh

Hi,

I am trying to have an AI move around the level, I have placed my nav bounds in level and shows generated mesh, the issue I have is the AI isn’t moving around the level this being either one I’m made or one that is default.

I did earlier on yesterday try to do supported agents and added one for AI that is smaller. Now the AI just seems to not want to work at all, anything at all which I’m missing ?

try this:

7
and move the AI a bit above the ground but not too much…

image
Already set.

I have noticed though it’s literally constantly getting same location being passed in as Origin which is weird.

I also have nav Mesh needs rebuilt constantly when playing and I’ve rebuilt it god knows how many times

Maybe IAMoveTo is still broken… (A year ago it was)… it worked badly but it could be used doing a fix… you’ll have to check it,

yeah that’s a headache.
every time you move something it recalculates.
I think you can set larger squares and calculate faster.

Well it seems when I play it always says it needs to be rebuilt, even though when not in play it builds fine etc so I’m so confused. At the moment I’m trying to find the issue on why it simply can’t find random point.

I think it’s better if you have a new thread for each different problem…
The movement of the AI is a headache… I recommend you make a behavior tree

So the movement isn’t an issue, the issue is that the AI just can’t seem to get valid point on nav mesh even though I can see it’s generated etc and stuff.

I’ve changed name of the question.

So far I have the following -

  • I Nave bounds volume
  • I have a supported agent with default UE settings
  • Built paths, no errors appear
  • Visible build nav mesh

Issue is -

  • When telling AI to get a random location on the nav mesh it us unable to get one, regardless if I don’t pass in nav data or do.
  • Worked up to the point where tried to implement a specific Supported agent for small AI.
  • Not sure whats changed to prevent AI in general working.