Hey, @! I’m getting this error in a bunch of instances where the enemy has a direct line to the requested goal and there aren’t any obstacles anywhere near or around the start or end points. The goal is definitely within the bounds of navigation manager, too. Any suggestions for trying to figure out exactly why it’s failing? Sometimes I just move slightly to the side or a little bit closer and then it succeeds.
DoNNavigationLog:Error: Query timed out for Actor Turret_Pawn_67. Num iterations : 1500
FWIW, the scale of my game is quite large (using voxel size of 2000) and requested distances can therefor be pretty far, too. Should that matter at all? I’ve been working under the assumption that voxel density is important, but not voxel size or distance. Having trouble attaching an image, so follow this link to see a fail that seems totally fine to me.
Also, the game just recently started hanging upon requesting FlyTo tasks. This has never happened before, so I assume it’s a bad user setting that’s not handled well in code? Here’s the callstack when I “Break All” in Visual Studio. I was able to verify that reverting my level, and therefor DoNNavigationManager, removed this hang. So…yeah, bad setting on that?
> UE4Editor-DonAINavigation-Win64-Debug.dll!TArray<FVector,FDefaultAllocator>::InsertUninitialized(int Index, int Count) Line 1341 C++
UE4Editor-DonAINavigation-Win64-Debug.dll!TArray<FVector,FDefaultAllocator>::Insert(const FVector & Item, int Index) Line 1447 C++
UE4Editor-DonAINavigation-Win64-Debug.dll!PathSolutionFromVolumeTrajectoryMap(FDonNavigationVoxel * OriginVolume, FDonNavigationVoxel * DestinationVolume, const TMap<FDonNavigationVoxel *,FDonNavigationVoxel *,FDefaultSetAllocator,TDefaultMapKeyFuncs<FDonNavigationVoxel *,FDonNavigationVoxel *,0> > & VolumeVsGoalTrajectoryMap, TArray<FDonNavigationVoxel *,FDefaultAllocator> & VolumeSolution, TArray<FVector,FDefaultAllocator> & PathSolution, FVector Origin, FVector Destination, const FDoNNavigationDebugParams & DebugParams) Line 1450 C++
UE4Editor-DonAINavigation-Win64-Debug.dll!ADonNavigationManager::TickNavigationOptimizerCycle(FDonNavigationQueryTask & task, int & IterationsProcessed, const int MaxIterationsPerTask) Line 2243 C++
UE4Editor-DonAINavigation-Win64-Debug.dll!ADonNavigationManager::TickScheduledPathfindingTasks(float DeltaSeconds, int MaxIterationsPerTick) Line 2179 C++
UE4Editor-DonAINavigation-Win64-Debug.dll!ADonNavigationManager::Tick(float DeltaSeconds) Line 139 C++
UE4Editor-Engine-Win64-Debug.dll!AActor::TickActor(float DeltaSeconds, ELevelTick TickType, FActorTickFunction & ThisTickFunction) Line 730 C++
UE4Editor-Engine-Win64-Debug.dll!FActorTickFunction::ExecuteTick(float DeltaTime, ELevelTick TickType, ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 107 C++
UE4Editor-Engine-Win64-Debug.dll!FTickFunctionTask::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 141 C++
UE4Editor-Engine-Win64-Debug.dll!TGraphTask<FTickFunctionTask>::ExecuteTask(TArray<FBaseGraphTask *,FDefaultAllocator> & NewTasks, ENamedThreads::Type CurrentThread) Line 798 C++
UE4Editor-Core-Win64-Debug.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,FDefaultAllocator> & NewTasks, ENamedThreads::Type CurrentThread) Line 329 C++
UE4Editor-Core-Win64-Debug.dll!FTaskThread::ProcessTasks(int QueueIndex, bool bAllowStall) Line 539 C++
UE4Editor-Core-Win64-Debug.dll!FTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 340 C++
UE4Editor-Core-Win64-Debug.dll!FTaskGraphImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type CurrentThread) Line 1094 C++
UE4Editor-Core-Win64-Debug.dll!FTaskGraphImplementation::WaitUntilTasksComplete(const TArray<TRefCountPtr<FGraphEvent>,TInlineAllocator<4,FDefaultAllocator> > & Tasks, ENamedThreads::Type CurrentThreadIfKnown) Line 1140 C++
UE4Editor-Engine-Win64-Debug.dll!FTaskGraphInterface::WaitUntilTaskCompletes(const TRefCountPtr<FGraphEvent> & Task, ENamedThreads::Type CurrentThreadIfKnown) Line 212 C++
UE4Editor-Engine-Win64-Debug.dll!FTickTaskSequencer::ReleaseTickGroup(ETickingGroup WorldTickGroup, bool bBlockTillComplete) Line 292 C++
UE4Editor-Engine-Win64-Debug.dll!FTickTaskManager::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) Line 1206 C++
UE4Editor-Engine-Win64-Debug.dll!UWorld::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) Line 701 C++
UE4Editor-Engine-Win64-Debug.dll!UWorld::Tick(ELevelTick TickType, float DeltaSeconds) Line 1150 C++
UE4Editor-UnrealEd-Win64-Debug.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1347 C++
UE4Editor-UnrealEd-Win64-Debug.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 361 C++
UE4Editor-Win64-Debug.exe!FEngineLoop::Tick() Line 2427 C++
UE4Editor-Win64-Debug.exe!EngineTick() Line 52 C++
UE4Editor-Win64-Debug.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 145 C++
UE4Editor-Win64-Debug.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 189 C++
Thanks for any insight!