Behavior tree "move to" node always fails, Help Needed

Hello i’m working on a game level and i’m facing some issues with my AI; first i will try to describe the scenario.

I’m using the ALSv4 template as a base for my game, when i’m developing the new mechanics i’m using the default game level for the ALS template.

I started to develop a simple AI spawner actor, and i used the ALS default map to test it, it works fine on the default ALS map, when i tried to put it on my game level, the AI doesn’t move, the “move to” node on the behavior tree always fails.

i tried some things, increase the “vertical deviation from ground compesation” to 50, increase/decrease the agent height, removing the Navmesh volume and adding it again, removing the floor mesh and using a default cube.

None of the actions i have used, worked, don’t know what i’m doing different from the ALS map to my level map, here are some pictures showing what i got.



thanks in advance for all the help.

i forgot to tell, i’m using streaming levels on my map, i’m thinking that is affecting the navigation, any ideas ?

First of all you should check if your behavior tree actually finds a valuable location (i am asuming this is ‘‘OutHomeLocation’’ by watching this value when you play. if this is the case you should try the following:

  1. In the ‘‘WorldOutliner’’ delete the ‘‘NavMeshBoundVolume’’ & ‘‘RecastNavMesh’’
  2. place a new ‘‘NavMeshBoundVolume’’ in the desired place
  3. compile & save
  4. this will rebuild the navigatable paths and often solve the problem you are facing right now
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