I have not really touched anything navmesh related. The template project doesn’t seem to have anything like that set up either (as far as I can tell). This is a screencap of the template project once I got rid of all the extra stuff (about touch controls, using a VR headset and updating cursor position)
It’s that simple, but if I do the same in my own project it doesn’t work.
I don’t know what a navmesh would look like but I don’t see anything like that in the example project. If I go to project settings > navigation mesh/system all of my settings are identical to the template project.
Edit: Oh wait, just found this … I see the template project does have one… gonna add it. If I don’t report back, it worked.
Edit2: Nope, even with the navmesh volume it didn’t work.
Edit3: I think I found something. When I’m running the template, I see this shows up in the world outliner:
I do not have that in mine. So somewhere, an AI controller is being attached to the character (I guess?) which is allowing it to move. No idea where yet, still looking.
Edit4: I have migrated my character and controller to the template project and it functions there. This tells me the AI controller is not set up within the Player Controller or the Pawn. I checked the gamemode blueprint as well as the level blueprint to see if that was creating it but there’s nothing there. I also searched through all blueprints for “AIController” and found 0 results. So … I’m guessing the AIController is created due to an enabled option somewhere, possibly in project settings. The search continues.
Edit5: Ugh… I figured it out. I was trying to execute the navigation on a client. And by default, clients don’t have access to the navigation data. So I need to execute the navigation on the server. To recap, in order to use simple move to location, you need to create a nav mesh bounds volume that encapsulates your area and it needs to be executed on a server if in a multiplayer environment.