Dynamic Navmesh causes characters to get stuck on themselves

Hey,

I’m trying to make a movement system using the Simple Move to Location node for a character. When I replicate this for multiplayer it works great, however if I try to move from one side of a separate client to the other side, it just tries to walk straight through the client’s character and gets stuck on it… so it’s not pathfinding around the character.

To fix this, I tried changing the Navmesh to generate at runtime (so, from “Static” to “Dynamic”). Now although this technically worked - generating an obstacle around the other client in the game, making it possible to pathfind around it - it also generates an obstacle ONTOP of the character that is being controlled (since the meshes have “Affect Navmesh Generation” enabled), causing it to spin in circles. That’s because both the controlled client, as well as the (technically controlled but) uncontrolled client are the same character blueprint. I need the character that is being controlled to generate no obstacles, but the other client to do so, and then vice versa for the other client, if that’s even possible… and if I even make any sense?

I’m pretty much out of ideas apart from creating my own pathfinding system, in which - with my limited knowledge - I would much prefer not to have to spend months doing :smile:

(Reposted under world creation as I previously put it under blueprint, which probably wasn’t correct)