hello, thank you for the reply. i tried this with the setup here:
but it doesn’t seem to be working as i want. i tried the “is not at location” node also, but it didn’t change anything no matter how i set it. none of those decorators have the ability to “break” it seems.
to better explain what i’d like: if the AI cannot find a valid path to the player, i want them to blindly seek the player’s location using “move directly towards”, which ignores any pathfinding. but as soon as a path is found, i want the AI to instantly swap back to using pathfinding, via the “move to” method. This will let my enemy that is on a ledge for example, drop off onto the floor the player is on (can’t find a path off the ledge, because of how navmesh works), then chase him normally around obstacles.