ProjectPointToNavigation return always 0,0,0

Hi,
I’m new to UE4 and I’m trying to learn how to use navmesh.
I made first simple project with just flor, navmesh bound volume and some actor that will spawn ai characters. I want to spawn AI Character on the navmesh.
I made BP like this:

scene looks like that:

get actor location return valid position but ProjectPointToNavigation return value of 0,0,0 , even if i set Query extent to something like 5000 .
please help.

post some screen shots so we can see your actual script.

but I did,
my BP: https://image.ibb.co/dk5KyK/ue0bp.png
my scene: https://image.ibb.co/n1Qxkz/ue0scene.png

soo , I was trying to solve this for few days and… I fixed it - by restarting UE4 …
and ruilding everything doesn’t help in cases like that, only restarting everything. Should I report this as a bug?

UE4’s AI rarely gets fixed :confused:

EDIT: Wow now this sounds like I gave bad advice back then. How can it be possible to have a negative extent?


What does the Point and Query Extent mean in ProjectPointToNavigation?
Does the Extent mean the size of a box around the Point, or does it mean a vector of how far to do a line trace? If it is the latter, then you will be shooting way off to the side and above the navmesh, and probably not hit it.That might be why it returns 0,0,0 if it is not hitting the mesh.

I don’t know how that node works, but try changing the Extent to 0,0,-5000 (yes, negative 5000 on the Z) and see if that helps.

I’am think it is size of a box around the Point (point which is tested).but it is not clear to me why it is not a sphere then…so I not 100% sure, but your answer helped me to resolve my problem, thanks.