My “GetRandomPointInNavigableRadius” node has completely broken, it does not matter where I call it from it will always pick the same positions, it’s never random.
I don’t know why it isn’t working, but you could try doing silly things like having 3 copies of the node all fire at once and then random int selecting one of the locations.
Reducing to 500 seemed to improve it, however it still picks the exact same spots, just “more” of them, which is weird as I thought Radius was an “up to” amount.
When I click Simulate or Play it will ALWAYS pick the exact same pattern, here is an example:
The first 4 points are exact the same as you can see…
Is RandomPoint just not that random? does it take the tick or something as it’s seed?
I think this is just completely buggy in UE 4.27 (i cant use UE5 because its broken for VR)
In a brand new project:
You can see X is always 61 > 32 > 50 > -426… it always follows the exact same pattern.
I kind of solved this, for anyone who might run into this:
It turns out in UE 4.27 “Random” isn’t actually random and this is well documented, several factors affecting the Seed make it feel like it is but a basic “RandomInt” will always return the same pattern when spawned in the same actor. Doing Array > Random node proved this behaviour.
To solve it, I use the current date, multiply the Day/Hour/Min/Second/MS and than use this as my new Seed in “Set Random Stream Seed”, this will let you get much more randomness in your “Random Float In Range from Stream” nodes and such, which can be used to modify GetRandomPointInNavigableDadius.
A much simpler option would be C++ to gen a random seed but I can’t do that at the moment.