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?