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 āpā, 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?