AI walks outside of NavMesh

And the editor seems to crash so now and then when using vislog…

I did find out that the NavMeshWalking DOES restrict enemies from moving to a location outside of the navmesh (when making them walk to a VECTOR-location). But when using MoveToTarget (player) they do not and they will walk outside of the navmesh and get perma-stuck. Is this a bug?

Even when the targetlocation and lastknownplayerlocation are the same, one node works (restricts to navmesh) but the other one does not. Note that TargetPlayer is typeof playercharacter and lastknownplayerlocation is a vector.

89263-bp3.png

Also the vislog shows a red bar when navigating with lastknownplayerlocation when the lastknownplayerlocation is outside of the navmesh (as I would expect it to). But TargetPlayer does remain blue-ish and they move outside of the navmesh without errors/warnings.

Maybe it’s intended behavior that when moving towards another actor/character that the navmesh is ignored and that they can move outside of it?