Don pathfinding, fly to not working properly

Hey guys!

I currently added dons ai movement to my project 4.16

Now i have a pawn, a flying pawn, which has the interface of don movement input

This does however not trigger when the fly to node triggers, because nothing happends when its triggered.

I have adressed these issues:

Have you placed the volume for the pathfinding:

Yes! I have

Have you tried making a blueprint out of the volume for the pathfinding:

Yes, i have!

Oooo, i know! You have placed the interface in the pawn, it should be in the ai controller:

I have tried this already, doesnt work

Then you should only have it in the pawn and not both?

Already tried this didint work.

Check if the location is set:

yes, i have. I have checked the blackboard key, and its being currently set correctly

CHECK THE LOGG!! :smiley:

No, because its NOT printstringing the errors why fly to node is not working. No errors are being printed

What? Are you sure you have the right plugin?

Yes

Maybe because you have dedicated server?

Tested an empty project, didint work.

Are you sure the volume of the pathfinding is working?

Yes, i have tested the debugging method as well, it displays fine and easy for the players movement within the pathfinding.

Check out this behaviour tree tutorial:

No, i already have enough experience, and even tough, all other methods work in moving the actor, but not location, thats why i am using dons pathfinding.

I have adressed these issues below

““Q) My pawn doesn’t do anything with the “Fly to” node?
A) First check the logs. I make extensive use of logs to report common issues and potential solutions. The most common reasons are:
Your origin or destination is colliding with world geometry. This is not permitted. If your character has an extra mesh that is tagged WorldStatic or WorldDynamic (just an example) it will be treated as an obstacle and the nav query aborts.
Your origin or destination is colliding with the floor. Moving these up a bit should help.
You’re trying to navigate to a point outside the navigable world. You may need to increase the values of XGridSize or YGridSize or ZGridSize as necessary.
Your trigger volumes have an object type of WorldStatic or WorldDynamic (which is default Unreal behavior) and may be overlapping with origin or destination. This won’t work for the plugin as the system relies on overlaps instead of sweeps for performance so all trigger volumes should use a unique object type. See the sample project’s green button trigger volumes for an example.
Your pawn hasn’t implemented AddMovementInput. This is what the FlyTo node calls to make your pawns move. Characters and most pawns should already have it (except the APawn baseclass itself), but if it doesn’t, you need to implement it. BP users can implement my interface AddMovementInputCustom as they don’t have access to override the pawn’s AddMovementInput routine.
Q) The log says my pathfinding queries are timing out?
A) Sometimes a query will time-out because it is too complex and exceeds the time-out limit (you can customize the time-out limit and other parameters under “Query Params”). Other times a query will time out because it has no solution and so the path-finder is scanning through potentially millions of voxels (this is not an exaggeration – large maps with high accuracy (low voxel sizes) can easily reach 4 to 6 million voxels!) in the wrong direction searching in vain for a goal. Again – if a pawn is too close to the floor and if your character is big then it will “get stuck”. If your voxelsize is high (i.e. low accuracy) then you always need to leave sufficient head room from the floor for all queries.
Q) My pawn is bumping into obstacles!?
A) Unfortunately this does happen at times. There are usually workarounds to most situations though. Try increasing the “max optimizer sweep attempts” parameter, or decrease voxel size for more accuracy or increase the frequency of your dynamic collision update checks.
There’s more, but these are all I can think of for now!
””