If the AI is slightly outside of the acceptance radius it refuses to move. This is with stop on overlap turned off. For example the acceptance radius is 200 and the distance from the target is 230. In this case the AI refuses to move and the AIMove reports success. This causes it to get stuck in a move state when used in StateTree and BehaviorTree. This wasn’t the case before 5.3. Is this a known bug?
Checked PathFollowingComponent comparing 5.1 to 5.3 and only see Float Precision changes, but the pathing behavior itself is still using distance checks as I’d expect. So I don’t know where this is going wrong.
Only bandaid I’ve got is I’ve reduced my AcceptanceRadius so that the attack range is at least 75.0 greater than the AcceptanceRadius ensuring that they just go into an attack state instead of getting stuck in a move state, but this is just a bandaid for what seams to be some kind of bug.
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