My navigation is set up so that doors have navmesh modifier that’s impassable in “vents” version of navfilter being used, but passable in the regular navfilter.
The idea is that the BT Task will first attempt to first lay down path through vents, if it fails, then it will lay down path normally through the version where doors are passable.
So the AI should always attempt to move into the room through a vent if it exists. But the result is that AI doesn’t move at all - the task ends instantly. AI moves just fine in vents if it wanders there randomly. What am I missing here? Here’s the blueprint:
And this is the piece of level that I test this behavior on (yellow are the vents, blue are the doors, level geometry hidden)