Hi, thanks for the reply! To answer your questions:
Behavior type: We’re using a custom npc_behavior subclass (not blank), but the behavior itself is fairly minimal at its core, the navigation calls are straightforward.
SceneGraph / actions component: Yes, we get the npc_actions_component via GetEntity[].GetComponent[npc_actions_component], which I believe is the same approach you’re using.
Coordinates: We use creative_prop.GetTransform().Translation for waypoint positions (LUF vectors), same as what you describe.
All of our testing has been done inside the editor (edit sessions), not in a published build. It fails there too. We even do a self-test where the NPC tries to navigate to its own spawn position, and it still returns Invalid immediately. The nav mesh is visually green in the editor debug view, so it appears to be present.
Did your working map use any specific World Settings related to navigation, or do you have “Use Automatic UGC Navigation” enabled in any particular way?
I should clarify — our original code (that worked before 41.00) actually used the navigatable interface from the character directly (Char.GetNavigatable[]), not npc_actions_component. We switched to the component approach during debugging.
During our investigation we tested both interfaces back to back:
Both fail the same way in our edit session. So it doesn’t appear to be an API choice issue — something more fundamental is broken on our end.
New finding: After more testing I can confirm the nav mesh is not completely gone — it appears to be severely reduced in coverage. The NPC can occasionally navigate when I’m standing very close to it (within a tiny radius), but fails for any distance beyond that including patrol waypoints 200+ units away.
Sometimes you can get the NPC “sort of” moving but it is very restricted and does not walk like is is supposed to or did before, almost all vector target locations seem to be unreachable.
The NPC I have built is a guard like npc that patrols between waypoints and will chase the player if in range until the guard looses sight of the player or catches them.
It’s really frustrating since NPC interactions are the core mechanic of my entire game but I can’t seem to find a work around.