I have an issue with the long paths for pathfinding: I use “FindPathToLocationSynchronously” function in C++ implementation to find my custom pawn’s path and it works fine until I place the pawn far enough. I thought that the path just didn’t exist, however it looks like if I place my pawn just a bit closer it starts to navigate correctly.
It is demonstrated well on the pictures below. Is it a bug or I’m missing some “max path length” settings there?
The limit is not on the path length, it’s on number of navigation nodes processed while looking for it. In general it’s not recommended to search for long paths with A* since pathfinding cost grows exponentially with pathing distance.
But if you really wanted to do that you can modify the node-pool size used by A* by changing RecastNavMesh.DefaultMaxSearchNodes. It’s not exposed anywhere so you’d need to add it to DefaultEngine.ini, like so: