So I tried using a custom Verse behavior to navigate an NPC to a player, but I noticed that they ll get stuck on various obstacles that other NPCs, like guards wont. Areas like a low ledge that you can vault over, a round pillar that shows as orange in navigation, and a staircase that has an unwanted bump in the navigation. Images shown below:
You might want to check my bug as well so we can gain some traction that the NPC navigation is different. At a minimal, it would be helpful for Epic to detail what the NPC navigation change is even if they decide to NOT fix it. NPC Navigation fails and appears dumber than before. - #4 by kirit01011
I found that you can choose the guard’s navmesh by setting that as the default profile, and its pathfinding is extremely precise in comparison to the custom profile, maybe it includes some extra code for pathfinding and understands the types of navmesh better. It def doesn’t get stuck.
Temporary fix to this is using Ai Navigation Modification Device on the areas where you don’t want NPC to stuck. Adjust Navigation Modification Type on “Avoid”.
The other thing, if you have a relatively big level with complex geometry, you may need a hundreds of those