# MakeNavigationTarget does not reach objetive if ReachRadius is bigger that ≈\>5.0

**URL:** <https://forums.unrealengine.com/t/makenavigationtarget-does-not-reach-objetive-if-reachradius-is-bigger-that-5-0/1984724>\
**Category:** Issues and Bug Reporting\
**Tags:** fortnite-creative, unreal-editor-for-fortnite, fortnite\
**Created:** [August 20, 2024, 3:55pm UTC](https://forums.unrealengine.com/t/makenavigationtarget-does-not-reach-objetive-if-reachradius-is-bigger-that-5-0/1984724 "2024-08-20T15:55:48Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![davidpkami](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/davidpkami/32/1040403_2.png) [@davidpkami](https://forums.unrealengine.com/u/davidpkami)\
**Post date:** [August 20, 2024, 3:55pm UTC](https://forums.unrealengine.com/t/makenavigationtarget-does-not-reach-objetive-if-reachradius-is-bigger-that-5-0/1984724/1 "2024-08-20T15:55:48Z")

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### Please select what you are reporting on:

Unreal Editor for Fortnite

### What Type of Bug are you experiencing?

Character

### Summary

NavigateTo does not reach objetive if ReachRadius is bigger that \>5.0

### Steps to Reproduce

Using the following code, the character get stucks after trying to make the navigation

```auto
if (NewTarget := BehaviorHelp.FindNearestTargetFromPos[NPCCharacter], TargetAgent := NewTarget.GetAgent[], TargetCharacter := player[TargetAgent].GetFortCharacter[]):
                    spawn{NPCFocus.MaintainFocus(TargetAgent)}
                    TargetPosition := TargetCharacter.GetTransform().Translation
                    NavTarget := MakeNavigationTarget(vector3{X:=TargetPosition.X,Y:=TargetPosition.Y,Z:=TargetPosition.Z})
                    NavResultGoTo:=NPCNavigatable.NavigateTo(NavTarget, ?MovementType := movement_types.Running, ?ReachRadius := NPCRange)

                    NPCAnim.Play(Attack1,?BlendInTime:=0.25,?BlendOutTime:=0.25)
                    Sleep(1.0) #Time that least to attack
                    DistanceDifference := Distance(NPCCharacter.GetTransform().Translation, NewTarget.GetTransform().Translation)
                    Print("DistanceDifference: DistanceDifference")
                    if (DistanceDifference <= (NPCRange+10.0)):
                        BehaviorHelp.ProjectileLife(NPCCharacter.GetTransform(),TargetCharacter)
                        NewTarget.Damage(NPCDamage)
                        Print("Attacking")

```

### Expected Result

Character reaches objetive and attacks

### Observed Result

Character does not move

### Platform(s)

windows

### Island Code

Not yet

### Additional Notes

Check video and code

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<div class="post-metadata">

**Author:** ![davidpkami](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/davidpkami/32/1040403_2.png) [@davidpkami](https://forums.unrealengine.com/u/davidpkami)\
**Post date:** [August 20, 2024, 4:02pm UTC](https://forums.unrealengine.com/t/makenavigationtarget-does-not-reach-objetive-if-reachradius-is-bigger-that-5-0/1984724/2 "2024-08-20T16:02:44Z")

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After one movement, it does not move anymore

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<div class="post-metadata">

**Author:** ![lizzelbizzel](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/lizzelbizzel/32/950236_2.png) [@lizzelbizzel](https://forums.unrealengine.com/u/lizzelbizzel)\
**Post date:** [August 20, 2024, 5:23pm UTC](https://forums.unrealengine.com/t/makenavigationtarget-does-not-reach-objetive-if-reachradius-is-bigger-that-5-0/1984724/3 "2024-08-20T17:23:50Z")

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There seem to be a bug at the moment [[STABILITY] NPC behaviour has changed/broken for existing maps](https://forums.unrealengine.com/t/stability-npc-behaviour-has-changed-broken-for-existing-maps/1978281)
