Random Point in Nav Radius Broken?

I hope I am simply missing something obvious…

The issue boiled down to the simplest example…

A default scene with a 4x4 nav volume.

109983-navbroken1.png

Simple blueprint in the 3rd person character to show the actor’s location and a random point in navigable radius of 500 units.

The resulting output showing a distance from origin of 340 unidecillion… about 30 powers out of range of the intent.

Is a known issue? And more importantly is there a work-around for it?

I’ve been experiencing problems myself. All I do is just get a random vector in range, with the range the range of your map. For now, that seems to work just fine.

So it’s not just me!? I’ve been getting the exact same X, Y, Z values as you. I’ve been pulling my hair out for about three hours trying to figure it out with no progress.

Have you tried to plug something into the Nav Data pin? You specified the Origin, but considering you’re using using “Get Random Point in Navigable Radius”, you may need to specify what nav area (Nav mesh’s bounds volume, I think) It should start its search around.

Check out thread.

Turns out I simply had to delete my Nav Volume and rebuild it from scratch…

Really strange , I think it’s better to use “Get Random Reachable Point in Radius” instead.

I get similar results in a new instance using both methods.

The solution, at least, is simple.
Close the project and open it again - and things work as they are supposed to.

yep, that worked for me too

Thank you @Looniper for the solution.

Thank you @Looniper, for the solution.

I found happens if you dont emidately save the value of the method somewhere. It seems the output object of the mehtod gets recycled and it’s values turn into gibberish right after the value was returned