Limit of path finding by AIController

In the case of AIController (AIController, CrowdManager), when the distance to the goal is more than a certain distance, the path finding based on the NavMesh that can be passed is terminated and the path moves directly to the goal.

The above problem seems to occur when the number of tiles to be passed through to the goal increases during pathfinding, but we don’t have a clear condition or limit for the occurrence.

Is there a path finding limit in AIController?
If so, please let me know if there is a way to change the limit or a workaround.

Thank you.

Eqs has build in features to limit the path length, when searching for a target location.

Perhaps this helps

Hi,HAF-Blade

Thanks for answering.

I don’t have EQS enabled (Project Settings > AI System).
Does EQS still affect me in that case?
(Is EQS being used internally?).