AI walks outside of NavMesh

In case anyone revisits this, I’m fairly certain that when the nav target is set to an actor, the navigation actually recalculates whenever the target actor is not in their previous position. It’s been awhile since I looked into that portion of source, but I recall it behaving specifically different when there is an actor target. May help some with debugging.

My use case was I modified and controlled when and how often agents would recalculate paths.

it will work

You can check last update velocity on character movement.it is zero then it is stuck