UE5 AI MoveTo not working?

I’ve been working on this project for the past month now, and so far the NavMesh has not been an issue. Yesterday I made some changes not pertaining to anything involving the NavMesh, and for some reason all AI MoveTo functionality has broken. Completely new characters will not go to a location, making a new level with a larger platform doesn’t do anything.

Here are some fixes I’ve tried:
-The NavMesh is dynamic
-Characters will use the NavMesh if they are placed or spawned
-Replacing the NavMesh
-Decreasing the actor radius for the NavMesh

I haven’t touched the NavMesh, or any of the movement systems, so all of my implementation is working fine. I’d love to hear some suggestions for potential fixes, because right now this is driving me up the wall.


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Could you check to make sure that your pawn has a controller assigned to it?

Also, try adding a PRINT STRING after the fail condition to double-check that the node is actually failing and not just being bypassed or ignored.

It has a controller connected to it, and the movement result always returns aborted. Even having a completely new empty character returns an abort as well. My guess is that it has to do with the navmesh itself.

I’m looking at the navmesh in the photo above, and it’s quite narrow.

Can you do a test navmesh, where you create a wide surface and spread the navmesh along that wide surface, and have a pawn attempt to move there?

Yep, the same thing happens, just throws an abort.

I don’t have enough information from what you’re telling me and showing me, unfortunately.

You’re just saying, “nope, doesn’t work.”

The best I can suggest is to open up a new project and attempt a navmesh there. If you have no issues, then come back to this project, and create a new pawn (just a temporary one) with a controller, that will attempt to move.

If it can, then that means you changed something, and should take a much closer look. Perhaps using PRINT STRINGS to track your work.

So I just opened a new project and the nav is working is working for that, then I came back and created a completely new actor, and for some reason it is working for the new actor. That makes me feel a bit better, because now I know that my actor is resulting in it not moving, and not something with UE5. I’ll do some more debugging and see if I can figure it out.

Test AI Controller

Old Controller

The Test controller works as intended (path finds to the player), but the Old Controller continues to abort. There shouldn’t be anything else running, and the only difference between the two is that the Old controller has Perception. Any ideas on what might be causing the discrepency?

I just copied all the functions, variables, and events to a completely seperate controller. It works fine now. The only thing I saw that could’ve been the problem is that for some reason the transform component was named to root component. I genuinely have no idea why this would be the problem though…

would this work?i don’t know, but can Aimoveto be used like that?calling in event tick.not sure but maybe a new knowledge to me.

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