So I created a patrol path using navmesh and it works fine. I then added pawn sensing so that he follows me when detected and prints string whenever he detects me. Now the problem is he follows me out of his navmesh area. When I leave and jump off to another block he follows me and ends up falling down. I don’t require him to jump with me, what I require him is to stop following me if I leave the navmesh area. I tried reducing the navmesh area and taking it away from the edge, but he still follows me out of his navmesh and falls off.
Without detection it works perfectly, but when player detection takes place he still passes through it and follows me out of his navmesh bounds and ends up falling down.
I will admit I am not entirely sure how you or Unreal has this particular feature setup. Though to me it sounds like the player detection aspect may not be using the navmesh calculations and may be doing a more simple ‘follow thing or go to X spot’ calculation. Is there a way to test that you are using navmesh (dynamic avoidance) vs. being dragged by a strict leash?
Alright, so I seem to have solved the problem by a work around using Kheka’s idea and will post the reply here just in case in the future somebody might face the same problem and can have a solution:
Go to your AI bot’s blueprint and then go to the default tab.
Change his collision preset to physics body.
Add a navmesh modifier volume to the edge of your platform.
Change the navmesh modifier collision properties to custom.
And block all except pawn. (this will allow your character to pass through but nothing else)
Here’s a tiny vid showing how to do it, you might have to watch it in HD full screen because the details might be too tiny/blurry to see.
If any of you have a better solution than this work around I would love to hear from you! Hope I could help somebody.