I’ll attach an image showing my grid settings. The repro steps were to basically load this level, drag the grid manager in and that’s it. The only changes that I’ve made have been the instructions you gave me for deducting the AP points, as well as the changes in the screenshot which I sort of copied from the jungle level. Other changes I’ve made have just been to create weapon abilities, update the health bar, some camera work to make certain objects disappear when they are in the way and that’s about it thus far.
A little more testing here, and it feels somewhat inconsistent? I’m attaching another video so you can see two of the same characters running between two squares. Also if you put two different copies of the same character in the same square they get different pathfinding results. The two photos are two different copies of the swat character both at the start of the game. if I put the shotgun FBI character in that spot, he can move normally to all adjacent squares… that makes little to no sense. All of the character BPs are duplicates of each other with very little changed on them beyond the skeletal mesh, and some accessories for those that need them (the SWAT character has no accessories it’s a single mesh, as is the FBI character, some of the robber characters have additional things like hair/masks/etc put on them).
I’ve now tested all the characters in that spot from the police side and only SWAT are giving odd pathfinding on that square.
After a little further testing, I seem to have solved this issue. This had something to do with their weapon. I have no idea why, it seems most prominent on those with assault rifles (also the robber with the AK-47) but setting the SM_Weapon to “no collision” suddenly allows them to move normally. Your code is quite deep with a lot of functions, so I’m still getting used to where everything is and how to find exactly where I can look to start debugging things, but my guess would be that whatever path trace is being done for the unit is somehow impacting the gun and reading as a wall or something like that. The collision isn’t special, I’ve attached a screenshot of that. I’ll just make sure all the weapons are set no collision from now on.
Yes that’s what i was wondering thank you. So… “run pathfinding” this is what is run when the game starts correct? If so, do I need to bother using the “add/remove edge” function? The door itself can trace as a wall, so if I rerun pathfinding, won’t it just detect the wall between the tiles and break that connection? or is that a separate function?