@rcdarcey - For debugging unbound volumes you need to get their center point by calling FVector myLocation = VolumeOriginAt(FVector WorldLocation); and then manually draw the volume yourself. Best option would be to make a new function by porting the rest of the code from Debug_DrawVolumesAroundPoint.
Make sure you remove all dependencies on FDonNavigationVoxel* by using its FVector equivalent functions. Unbound managers do not store any volumes in memory at all so you’re always dealing with FVectors instead of pointers. This is what allows the “infinite” pathfinding feature while making them much slower as a trade-off.
@wuyukang - Hey, I didn’t watch all 6 minutes of that video, but here are some recommendations based on what I observed:
- Have you looked at the Pursuit example (5.A) in the sample project? Your behavior tree needs to make sure that the Fly To task is retriggered whenever then player-to-bot distance has exceeded a certain threshold. Without this the bots will just hang around at their last travel point waiting for something to happen. Check out the sample project’s Pursuit behavior tree, Service_Pursuit_Helper blueprint and SimpleAbortWrapper decorator to see this in action.
- Check the logs and see what kind of pathfinding failures (if any) are reported there.
- For initial testing, reduce the number of A.I. bots to just one instead of three. Once you fix all pathfinding issues for a single bot and know everything is working then you can start adding more.