TL;DR
I have through testing determined that it is not due to the number of AI actors or navigation calls but seems to be bound to time.
45-55 seconds in no matter how few or many or how I spawn them at all
Navigation will stop pathing
PS: units that where moving before this time keep moving even after it and can aquire new targets, plot new paths, etc.
Only newly spawned units refuse to start walking
So now I am digging around to understand what happens about 45s to 60s in to the play
No its not networked this is playing singleplayer standalone that this does this.
Also this doesn’t do this when playing in editor window … only from a build or standalone process
Details of my crude testing so far.
Objective here is to understand why it stops, I see nothing in the stats or logs that suggests an issue at all. Paths are still being found the actors just don’t walk down them. The AI actors are still “thinking” that do target, attack, kill, die, etc.
They simply refuse to walk … no its not move speed, we do adjust that based on logic but I have confirmed its set to a non-zero value at all times.
Additional testing info in case it helps anyone point me at the cause of my issue
I have noted the 4th wav is always the wave where this happens and every member of this wave has this issue
so with my default settings, there are 19 AI actors in the world then each wave spawns 12 per team being 4 per lane so we have 91 spawned by the time the 4th wave starts
To test how this is affected by the number of AI actors I disabled 12 of my spawn on start actors … these 12 don’t path, they are AI but they are towers so no navigation just aim, shoot, etc. this means the same amount of navigation use, fewer AI actors
Resutls are the same, 4th wave refuses to walk, I know they do attack though, with the towers out of the way the survivors from the prior waves make it to our static units and get killed … so the AI is taking aim and attacking … just not able to walk
So my next test
This time I cut my wave size by half (2 instead of 4) this should get stuck on the 7th wave then … e.g. with 4 per wave the 3rd wave is the last good wave … so the 4th is stuck … with 2 per wave the same number of navigating actors will hit on the 6th wave.
Oddly … the 4th wave is still the wave that gets stuck
So its not the number of AI actors … its not the number of navigating actors is it time?
Lets test … back to 4 per wave and spawn waves twice as fast if its by time then wave 7 should get stuck
And that is what happened … so 6 waves walked on … the 7th did not
So it seems that somewhere between 60-70 seconds in navigation just buggers off … but why?
Lets check that once more and set our wave for 40 seconds … we will get 1 wave the second will not walk … we hope.
And yes that is what happens … so I can now check this by time and find at what game time does it stop exactly
To do that I will simply spawn 1 unit per second till it stops
44-55 seconds in