Hello, I have a test level and a level in which my open world is being built, both have npc’s able to walk around and follow their AI, however in the open world level they will not go to and use the smart object, they will find it and take their slot, but it will still fail.
The pictures show the moment that the npc takes a slot, then the BP of using it and how it fails and goes to the delay, and the moment after where it still has the slot claimed.
Keep in mind in the other world this works fine, immediately the NPC walks to it and uses it with no hassle.
Navigation invokers are used by the NPC’s, it’s all navmeshed, doesn’t work either on the floor and on the bottom landscape below.
Are you sure the navigation mesh is built where you want the AI to go. I’m asking because in my experience the navmesh is build before the level is loaded but in open world games its built runtime around the player.
I’m not sure I fully understand, I do have navigation invokers on every npc, and it randomly patrols around this navmesh while testing on the open world level, so it does work, it just can’t use the smart object.
Have you captured this failure while Visual Logger is recording? It could give you a lot more details on why it failed. Also, if you press 0 on the numpad, you can show the navmesh around your pawn or the target debug pawn in the Gameplay Debugger.