Detour Crowd AIController pathfinding not avoiding other npc

Hi ,

I have a crowd of NPC , using Detour Crowd AIController , and they are executing this blackboard
(RVO is disabled)

with this EQS

i am seeing that EQS is correctly giving a bad score to area where there is NPC

The problem is that the Move To function is giving me path to the good EQS location but through the first door that is crowded with other npc, I want it to use the second door even if its a bit more far away.
Any idea ? I tried to make the NPC Pawn : Can Affect Navigation Generation → True with Area Class Override as NavArea_Obstacle , and project setting Navmesh runtime generation to Dynamic , but then the npc are themself on an obstacle and just jiggle .

Hi, detour crowd avoidance only works in a very small radius around the pawns, not on such a large scale. And if I recall correctly it also only works if the pawns are moving, so if one pawn tries to move through several standing pawns blocking the way it will not work.

I don’t know any good solution to this (I guess the proper solution would be to modify the pathfinding itself to assign an additional cost to each pawn on the way, but seems like that is not possible out of the box). What you could try would be to make each door keep track of how many pawns are at its vicinity, and if the number exceeds some threshold close itself using a NavArea_Obstacle. That way the first door would close itself and the pawns would go through the second door. If both doors are closed they should still use the one closest to them.

Since you have quite a lot of pawns, you could also checkout the new Mass framework and see if that has some avoidance method that would work in your case (never used that new framework though, so no idea whether that will help any in your case).