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

Hey @Freymox ; Even if the waypoint collision entry is set to ‘no collision’ (like a trigger or a volume without a collider) it should still have a collision type entry, and it is likely WorldStatic or WorldDynamic if you have not changed it. This entry is a member of the array of obstacles in the DonManager. The object does not need collision turned on to become an obstacle, only the entry in the obstacles array in the DonManager is required (which those two entries are defaulted into the obstacles array). Please check the Waypoint mesh(es) to ensure none of them are of the types that are defined in the obstacles array. Better yet, you can past images of all the meshes’ collision properties that make up the waypoint so we can see their enumerations.

Character is a subclass of pawn, and I do not believe you need the pawn class to use this plugin. I could be wrong, but I believe you can even attach it to actor and it would work, provided it has movement components for the actor to move. Character comes with a movement component on its own so that should not matter. If you really want to test it, you could try creating a pawn and giving it a FlyingMovementComponent (I think it’s called) to see if that helps, but I believe the issue is what I pointed out earlier.

-Erol