DoN's 3D Pathfinding for Flying A.I. [Support Thread]

Hi @Dain_Torson , what do you see if you turn on Show Collision when moving the BP_Fan with BP_Fan start in up position and then start in down position? Does the collider move with the fan? It is difficult to see what is really happening with limited information, and the behavior acts as if the collider to the BP_Fan is not moving when the fan starts in the down position. In other words, when the BP_Fan starts in down position, the behavior of the Pathfinding algorithm seems to see the collider is still in down position even though the mesh is In up position.

Few questions:

  1. How many colliders are on BP_Fan? Since I do not know if this is some Blueprint made from code, I can only guess that only the cube has a collider.
  2. For all collision entries on the blueprint, what are the profiles of each collision entry?
  3. What collision types are listed in the DonManager obstacle type array?
  4. What collision types are listed in the DonManager safe to ignore array?
  5. Since I cannot see the DonManager volume in the level, I’m assuming it encompasses the same area no matter if start the game with AutoEnabled = true or AutoEnabled = false on the BP_Fan. Is this correct?

Few things I noticed:

  1. @1:26 in the video, there are outputs to the log that seem to be exactly what you have commented out in code. Is that log entry coming from somewhere else you have not shown in the video?
  2. I thought I remember in the video the author put on YouTube for instructional purposes, that if there is a collison found during ScheduleDynamicCollisionUpdate, that one has to re-run SchedulePathFindingAlgorithm. I see that you’re calling the ScheduleDynamicCollisionUpdate but I can’t see if you’re handling the delegate return that fires if there is a collision found in the current path solution. If that delegate fires, I believe you have to rerun a pathquery once more to get a new path. While we can agree that the dynamic collision update and new path finding query works when the gate starts up, we need more information to truly find out what is happening in the background.
    Here is the youtube video for the introduction and some information about the plugin. https://www.youtube.com/watch?v=6Tr_K551zvI&t=781s Specifically, he talks about these delegates @ around 30 or so minutes. While the video mainly talks about and shows Blueprint nodes, it makes no difference as the C++ code should be handled the same way.

See what you can find out and please post back if you still have issues, or if you fixed it. I’d really like to continue helping if I can.

All the best!

-Erol