Hello,
I have a problem with getting navigation to work. On my game I have a grid of thin lines that the player can move on. On said lines, I placed a navigation mesh and configured agent radius accordingly.

On my AIController
blueprint, I just call MoveToActor
but it isn’t working unless I uncheck Use Pathfinding. Same problem occurs with other moving functions as well.
The function gets called and prints Failed
.
What am I doing wrong? Where should I even begin looking?
I think I solved it. My pawn inherited from Pawn
instead from DefaultPawn
. Thus, it didn’t have a MovementComponent
. When I re-parented my pawn, it worked.
– EDIT –
It seems that there was an underlying problem as well. My navmesh was messed up because I reconfigured agent radius on RecastNavMesh
that spawned, instead of project settings. Problem solved when I changed settings.
CAREFUL! To modify Agent Radius
you need to add another navigation agent. Don’t just modify default agent settings because it messes up everything.
Thank you, I had the same problem of having changed Agent Radius. Removing the nav bounds volume and the RecastNavMesh and creating a new nav bounds volume fixed it.