I have a very basic AI controller that moves the possessed character to a point using "AI Move to " node in the blueprint.
However when the pawn moves it moves rather completely dumb and bumps into everything placed dynamically in the map at runtime, for ex it’ll bump into another actor which is simulating physics.
How do I make the AI avoid running head on into a dynamic obstacle? Without it there is not enough meaning to nav mesh .
You have to tick “Rebuild at Runtime” in the navmesh settings. And of course your actor has to affect navigation.
Hey Commander Shepard, did you found a solution. I tried what John Alcatraz, but when I put Rebuild at Runtime, everywhere where physical simulated actors stay or move, the nav mesh gets red. Even if they not move any more. For me it seems nab mesh Rebuild at Runtime is not understanding when phys sim actors not moving and is not finishing buil navmesh. I also have empty party in nav mesh when put Rebuild at Runtime on, I don’t face these problem with static nav mesh. But I need a Dynamic navmesh to update when walls are destroyed and when physical actors move.
Someone knows any solution? I read a lot and I do not find a solution.