MoveToLocationOrActor finishes delayed or to early

I have a grid system with c++ a* implementation instead of navmesh pathfinding, which works fine in another project in 4.27. On mouse click, I convert the location under mouse to my grid space, set a vector blackboard key as move target and the selected pawn starts moving to its desired location.

I imported the whole navigation system to a new project in 5.3 but now I am facing some weird behavior:

  • The MoveToLocationOrActor node fires OnMoveFinished multiple seconds delayed. I observed, that the velocity of the actor is still flickering around at 0.0001 even tho the pawn has already reached its destination location. When the velocity finally reaches 0.0 OnMoveFinished fires.
  • Sometimes the movement stops randomly and OnMoveFinished fires instantly, even tho the pawn has not reached its destination location yet.

AcceptanceRadius: 0.1
StopOnOverlap: No
AllowPartialPaths: No
Everything else I tried every combination.

As you might tell, I am not new to UE.
I am getting crazy at this. Anybody an idea on what could happen there?

its always annoying when something does work then doesnt :frowning:

is the acceptance radius too low? it sounds like its still trying and failing to reach a point, try increasing that just for debug

i didnt think moveto worked without a navmesh? how have you set this up

I already tried higher acceptance radius, but no change at all.

This is my navigation system:
GridNavigationData.h (2.0 KB)
GridPathfindingData.h (1.8 KB)
GridNavigationData.cpp (4.5 KB)
GridPathfindingData.cpp (881 Bytes)

I am 100% shure, the nodes are setup properly. The bug must be somewhere else.

I found this post and this is basically what I did in my working 4.27 project:

In 5.3 I did everything the exact same way, even checked the project settings, actor and movement component setting.