Please select what you are reporting on:
Verse
What Type of Bug are you experiencing?
AI
Summary
I have set:
NPCNav.NavigateTo(NavTarget, ?MovementType := movement_types.Running, ?ReachRadius := 50.0)
The NPC initially was running, but for some reason after testing a bit, the NPC started walking instead, and there is nothing to revert that behavior. Restarting UEFN or replacing the NPC device didn’t fix the issue, seems like a bug (?)
Steps to Reproduce
Create an NPC and have them run to their target. Add a movement modifier to make them run faster
Expected Result
The NPC runs fast to their target
Observed Result
The NPC walks to their target
Platform(s)
PC