EQS and Navmesh

I have a static mesh block on the world. I am spawning some pawns somewhere else and run EQS to reach the block. The first pawns go to the best score point no problem, the following pawns cannot reach the point since the first pawn already stand on it. I have add pathexist test on the EQS, I think EQS will give another point as best score since there is a pawn standing on but it seems not.

I am wondering is that cause of the pawn not affecting the navigation?
I see there is a option in the character blueprint " can ever affect nagivation", but whatever i turn it on or off the problem still exist.

I can set get the best 5% eqs, but after 3-4 pawns reach those points, the following pawns will still have the same problem.

Do anyone have any ideas on it? Thanks a lot.

Is this EQS running multiple times while the pawns are walking to the destination to check to see if the path is still unblocked? You can hit ’ while hovering over a pawn while the game is running to bring up the ai debug, then 3(i think) on the numpad to show the navmesh to see if it is being blocked like it is supposed to.

1 Like

You can add a test to reduce the score by nearest to other AI Pawn.

You can Check this video:

1 Like