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Behavior Tree and NAV Mesh issues?

I’m seeing a lot of weirdness in Nav and Behavior tree.

Is anyone else having issues where the AI will hit the NAV edge of a NAV Mesh and get stuck? When I say edge I mean a section of NAV where there is a small rock or elevation that makes the area none walk-able.

Also I’m seeing some issues where the player might knock the enemy into a none walking area. Is there a way to “Move to NAV Mesh” to get the AI on track?

With Behavior tree there seems to be an issue where I issue the move to command in a selector but in my services i detect an enemy target but I can not get the AI to stop its current move to location and start the move to ActorTarget until the move to location is complete. Am I the only one seeing this?