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














