AIMoveTo Failing

I have a character that is meant to act as a simple platformer character. On begin play I have this character using the AI MoveTo to move between two vectors that I have exposed as editable widgets within the level. The character is Possessed On Spawn and Placement by the AI Controller, the level is within a Navmesh Bounds Volume which correctly displays when I press ā€œpā€, and the prevoiously mentioned vectors return as the correct values. Is there a reason it automatically fails when it hits the MoveTo?

It looks like the nav mesh is not connected to get to point 1. If it is actually connected, I would suggest doing a switch on the movement result to get the reason why it is failing and try to troubleshoot from there.

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So it looks like it is getting aborted, do you know what could cause this

I keep looking at the nav mesh and wonder what that gap is:

Is it supposed to go straight across that gap? What is causing that gap? What happens if you move the point to this side of that gap?

Yeah im not sure I was messing with the navmesh so try and see ifd that was the issue and this is just one of the screenshots I had. Here is what my blueprint looks like right now and where the spider is in practice. Its just a short patrol between 2 points like a normal platformer enemy.

Maybe because its already sitting on Point 1?

The Visual Logger could have more detailed information: