Hit Box Prevents AI Navigation to Goal Location

I’m working on a town management game where NPCS walk to resources nodes, trees rocks, etc and attack them for resources. Problem. The only way I can get my AI to navigate to the nodes is to completely shut off all “Can affect navigation” This allows AI to walk to the spot, but now they bash into walls rocks and trees because it’s not affecting the navigation anymore.

I changed the navtype to Dynamic obstacle but they still walk straight into everything.

You need to check (and show us) the resulting navmesh generated in both cases. (press P)

Make sure the start and end points for each request are on that navmesh otherwise it won’t work.

How do I make it so the AI can get as close to the tree as possible. And don’t have to turn off the affect navigation, because the AI will just bump into trees when walking if I turn it off.