Do you have any mesh modifier? Or something that can be blocking the path ?
Noticed that in the corner, there is navegable path, so it looks to be only in that location.
There is no nasmesh modifier in my level, just character blueprint ( cow and chiken, and actor blueprint for the tree)
The more i’m doing testing, the more i’m realising that maybe, a character SHOULD NOT have “Can ever affect navigation” enabled, because when it’s time to AImove, then it is blocking itself in fact i think.
So i should just enable collisions, and it would be fine, but when a cow have to move to a new location, it will not take in consideration a cow on its path ( but it will collide with it)
I hope i’m clear. I think i do not have the right approch here, and don’t even know if this is possible for a character affecting navigation to calculate its path igoring himself)
The portion of the navmeshvolume where there are characters turns red ( just this area) every time it update itself, then turn green again. but here, it is updating continuously so always red
( I made new tests from a scratch project, and I got the same behaviour. A character seem not to be able to have affect navigation enabled, or, in the other way, something having the ‘affect navigation’ enabled, can be move manually, but can no move itself)
In fact, all i need is an “ignore self” option for navigation. Does it exist ?
Yes I think that’s it. I don’t know how other poeple manage this. But the characters are running and colliding in each other if there are moving on one other path …
I found the avoid parameters in the characterMovement but can’t manage yet how it works as it seem to do nothing here ( or not updating at runtime)
@paulzuo
Change the AI controller class to "Deteor AI Controller class and in the AI character under Character Movement Component, check the option “Use RVO Avoidence”