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 “p”, 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.
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?
So here is what I have found, but still no solution. The Character’s movement mode is returning as None on possession so I created a delay and only executed to MoveTo when the Character’s Movement Mode was equal to walking. Still aborts stating OnPathFinished: Invalid.
With your Controller selected in the Visual logger, do you see a start point and end point in the level? (something like this)
With it aborting, it sounds like it’s not finding the navmesh - is the floor at Z=0? Maybe try a little higher than the floor, but still within the z bounds of the navmesh volume.
When it’s working you should see something like this:
So I’ve adjusted the points to reflect a Z value of 0, 1, and 10 as possible attempts. I’ve placed the Actor above the navmesh, i just dont know what to do and im getting so frustrated. I’ve set checks to make sure that the navmesh is not being built and that the character movement is walking before I start the Patrol and it always aborts.
Added this in and I’ve learned that the Navmesh Move Attempt was Invalid. Just need to figure out why.
So just for clarification, It prints invalid then prints aborted. I think we have narrowed the issue to Navmesh more than likely but not the specifics.
Did you try using Point2 rather than Point1 for the destination? (I would have thought the 2nd spider would find point1 valid though)
If so, something else to try could be to increase the acceptance radius to something like 200.
Make sure all the points are accessible
Make sure all the points are accessible














