@tailedmouse
Locomotion support is beyond the purview of this plugin so you’ll need to figure out what movement attributes are needed on your pawn/character for it to move as desired. The plugin solves a requested path and routes the solution to your pawn (via the Fly To node’s AddMovementInput call) for you to implement any requisite locomotion functionality. The demo project’s Pawn locomotion is only an example which should be adapted/extended for your pawn/character/etc.
@**khazum **
You mentioned the waypoints/locations have been found correctly so it sounds like pathfinding is working. To understand why the bots are flying off into the distance you’ll need to debug the locomotion code of your pawn (start with AddMovementInput) and figure out whether the distant location they’re flying off to is constant (eg: World Origin/etc) or if there is some other pattern here sheds light on the root cause.
As this issue hasn’t been reported before it is difficult to diagnose it going by just the description/video. Ultimately you’ll need to add breakpoints at various places in the code (eg: your pawn’s AddMovementInput, the plugin’s FlyTo node’s TickTask, etc) and debug this in Visual Studio line by line. Due to variations in project setup, the way the levels may be loaded (linear/async/streaming) direct debugging is the quickest way to solve issues like this.