Guards respond to players but do not move!

I have guard spawner devices placed in my level, but the guards don’t move when they spawn. They just stand there and do nothing. They respond to a player when they get close enough and fire on them, but they still do not move.
I’ve tried various settings in the Details panel, but nothing seem to do anything.
Enabled at game start is checked.
Enable Patrol is checked.
Max patrol distance has a value.
I’ve tried everything I can think of and am out of ideas. I have looked through the Island Settings, and looked at other volumes that may be interfering in some way, but can’t find anything that might be causing this.

Does anyone have any ideas, or has encountered the same issue?

AI

I have seen this a hand full of times and when it happens it is usually due to the guards standing on something that causes them not to be able to pathfind.

To check you can place a standard FN floor asset where the guards are standing and see if they work as intended in that area. I’m not sure why they cannot pathfind on some assets.

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@Tasty_Snak Thank you for your report! Can you please re-post using the “New Issue” option on the Issues and Bug Reporting forums? Posts with this feature are connected directly into our development team so we can quickly get to them!

For more information, such as how to get the reference ID, please check out the article here: Using the Creative and UEFN Bug Reporting Form

Thanks, I’ll look into it and report back.

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I submitted a report and it created another post about the issue here: Guards do not move, but they do respond to players!

The floors the AI are on are the Generic BasicTile. Turns out there is no navmesh for some reason. I submitted a report as Stevie suggested and it created another post, but no one has got back to me yet. I have a feeling no one will at this point. :pensive:

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How do you check if there is a NavMesh?

In Island Settings, under Debug. You need to have Navigation and Verse Draw Debug switched on.

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