I m just trying to prototype some basic UI responses and want to use a pawn instead of character (don’t want to deal with skeleton mesh and such , plus I will be using a completely different skeleton eventually anyway). But when it gets to FollowingComponent it calls IsPathFollowingAllowed and that returns false because it does the following:
Not sure it can right now. At least there was a thing on the development trello to fix it so that anything can have those components, so I suspect its tied to characters currently. Probably a reasonably easy fix though, so if you do it, be sure to submit a pull request (which I think is a daft name for it but whatever :))
Ok, so invalid poly ref was coz of some mesh messup I had, so as it deducted base height from agent location it ended up being outside of the navmesh bounds.
So… yeah - to get pawn to use navmesh it looks like all it needs to be done is to add that floatingpawnmovement component I did above.
Now the issue I m dealing with is that my pawn is superfast. It reaches the location almost instantly. (but if I really pay attention i can see it avoiding objects during it’s superfast move). Havent’ figured that one out yet - and I did set those acceleration/speed values on pawnmovement component to very low values. Even zero. But it still moves very fast.