AI pathfinding not working as intended

I am working on getting a character to move to the player’s location using blueprints and behavior trees.

What does work: the character moves in the direction of the player.
The NavMeshBoundsVolume covers the map, and only the doors are set to not block navigation.

What needs to be fixed: the character does not recognize that there are walls in the way and keeps walking in the direction of the player.

What I’m trying to achieve: the character is able to navigate around walls and through corridors to get to where the player is located.

Some odd bugs:
The character does not move at all if the NavMeshBoundsVolume is exactly the size of the map. The working solution to this is when the NavMeshBoundsVolume is significantly larger than the map, covering portions that aren’t even solid ground.

I’m new to the Unreal Forums so forgive me if I’m not familiar with any posting conventions. Any help is appreciated

What blueprint node/C++ function are you using to move your AI? Also, press the P key to display the NavMesh and ensure that it is not overlapping anything. You may need to adjust the generation settings (found in the RecastNavMesh actor).

Thanks for the reply,
After messing around with some settings from the NavMeshActor, as it turns out, under the generation tab, the tile size was too large. So whenever the game ran, whatever path that was shown in the preview was not true to the path that the AI tried to follow in-game.

After cranking down the tile size (to about 500 or so) the navigation path was much finer and the ai could work its way through tight spaces.

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