CAN'T LAUNCH SESSION - Due to verse errors from HUD Message Device that don't exist anymore (After Update 31.00)

For other people searching for the NavResultGoToNext error in UEFN as of 31.00, it seems as if since this is first defined within the race: loop, it’s considered as underfined during validation

This looks like a validation error to me – specifically, a new validation error as of version 31.00. I’m assuming the validator is considering NavResultGoToNext as non-existent despite the race having completed immediately before the “if” statement. (Seems to me like it was defined on the first pass of the race, but simply has a null value – likely its original behavior.)

# Leveraging concurrency to wait until the NPC reaches its destination, while the calls to look back at its origin point 
# and drawing a debug arrow never completes, continuing, ensures only the NavigateTo can win the race.
race:
    # Move back to its starting position.
    NavResultGoToNext := Navigatable.NavigateTo(NavTargetEnd)

    # Sets NPC to look at its previous position which will make it walk backwards. 
    # This is meant to show the utility of the focus interface.
    Focus.MaintainFocus(GoToPoint)

    if(ShowAIDebug?):
        DrawDebugLookAt(Character, GoToPoint) 

# Check again to see if something has interfered with the NPC reaching the intended location and
# print a message to the output log.
if (NavResultGoToNext = navigation_result.Unreachable):
    if(ShowAIDebug?):
        Print(witch_npc_behavior_message_module.OnNavigateErrorMessage(Agent,GoToPoint.X,GoToPoint.Y,GoToPoint.Z), ?Duration := AIDebugDrawTime)
else:
    # This tells the NPC to wait for this amount of time in seconds.
    Navigatable.Wait(?Duration := MoveToWaitDuration)

As a workaround, either initialize NavResultGoToNext before the race: concurrency loop, or just comment out the subsequent if/Debug block.

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