Hey @ I’m pretty sure I’ve solved the issues with pass through friendlies breaking, the pathfinding over ticks command in the ai controller under search behind friendlies needed to be set to not continue from last pathfinding in addition to the other changes, as otherwise units that were believed to be in range due to being able to pass through friendlies would not be able to search and find the player unit, as it had already been found, or something like that, I’m not quite sure.
Either way it appears to work now, that just leaves this, which isn’t gamebreaking, but results in the ai making very inefficient moves when it gets crowded. Do you have any insight into what it would take to solve this?