UE5 Mass StateTree Navmesh Stand Task drifts away?

I’ve a very simple state tree;

  • One state does a path to a point on a Navmesh using Mass Entity
  • One state is just Navmesh Stand with a small wait time (0.5 seconds)

The first task executes fine, my test Entity (using an Actor to visualise, sync’d from Mass) goes to the point given as expected, and the state transitions to the ‘wait’ state with the Navmesh Stand task in it.

At which point the entity drifts off in the direction is came from?

The entity has the following fragments on it;

  • Mass Movable Visualisation Trait
  • LODCollector Trait
  • Mass Actor Fragment
  • NavMesh Navigation Trait
  • Steering Trait
  • Agent Capsule Collision Sync
  • Movement Trait
  • Avoidance Trait
  • StateTree Trait
  • Navigation Obstacle Trait

A tiny bit of debugging shows that FMassDesiredMovementFragment has a DesiredVelocity great than zero, which would account for the movement.

Also debugging the ‘Stand’ I can see the location also moving, so its seemingly in a loop of

  • Stand Task sets location for FMassMoveTargetFragment from current transform position
  • Transform position gets updated by another system due to the above velocity
  • Go to start

Net result is a slow drift across the game world

Before I go down this rabbit hole any further I figured I’d ask;

  • Has anyone come across this before?
  • How did you solve it if so?