Hey all,
I’m looking for common solutions for detecting an AI has gotten off the navmesh. Simplest example: The player has knocked them onto a nook on a cliff, so that they can stand up, but the terrain is too uneven for any navmesh to generate there.
Let’s say I’m OK with just killing the enemy off at that point.
But there doesn’t seem to be anything in the engine for me to know if they’ve gotten off the navmesh other than projecting their current location to the navmesh, which I’d prefer not to have to do frequently.
In addition, it seems like even if I wait for a MoveTo to fail, I won’t know why it failed.
So any help would be appreciated. I think this is a fairly common problem, so I’m surprised at how difficult it seems to be to find answers.