NPC with Character Type "Custom" Ignores Navigation Mesh When Moving to Destination

Summary

When using an NPC with Character Type set to “Custom”, the NPC attempts to move in a straight line to its destination, ignoring the navigation mesh and obstacles in its path. However, the navigation mesh is properly generated and works correctly with NPCs set to Character Type “Guard”.

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

AI

Steps to Reproduce

1.Create an NPC Character Definition and set the NPC Character Type to “Custom”
2.Use Verse script to control NPC movement
3.Set a destination point for the NPC with obstacles between the spawn point and destination
4.Play the game and observe NPC movement behavior

Expected Result

NPC should follow the navigation mesh path
NPC should detect and navigate around obstacles
Movement behavior should be similar to NPCs with Character Type “Guard”

Observed Result

NPC ignores the presence of obstacles
NPC attempts to move in a straight line directly to the destination
Navigation mesh is properly generated but not being utilized by the NPC
The same setup works correctly with Character Type “Guard”

Platform(s)

PC

FORT-828538 incident has been created. Status is ‘Unconfirmed’.

Have you check the case on your meshes “Can ever affect navigation” ?

I had similar problems months agi, which is not btw.
I had many custom houses on m’y Map and npc ignore all path and just go straight line.
But when i check the case “Can ever affect navigation” on all my houses, this problem go away.

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Thank you for the suggestion about the “Can ever affect navigation” setting.

I checked the mesh settings and found this option was already enabled.
It seems the default assets have this checked from the start.
I tried toggling the setting off and on again just to be sure, but the issue still persists.

I appreciate learning about this navigation setting though, as I wasn’t aware of it before.
Thank you for sharing your experience and solution.

@Kakuni - could we get your island code please?

This is not a published map but a test in my local environment, so I don’t have a public island code.

For testing, I had two types of NPCs travel back and forth between points A and B.
The only difference between them is the NPC Character Type setting: one set to “Custom” and the other to “Guard”.
Both NPCs are controlled using NavigateTo.
The NPC with Character Type “Custom” attempts to move in a straight line to its destination, causing it to collide with walls.

Thank you for the update, I’ll get this to the devs and see if they need more info.

Could we get your project ID?

Is this the correct project ID from the “.uefnproject” file? “projectId”: “9bfaf781-4cb9-6fc7-ddb1-79b3b10b47c3”

Thank you for your help.

Thank you!

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We’ve been able to reproduce this here and we’re digging in. Thank you!

2 Likes

Thanks for looking into this!

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