Steps:
- Basic Level and Navmesh
- Create a navigation path to some actor that can move.
- Set up and event to fire on path updates. Track PathPoints of the NavigationPath.
- Begin play and observe that the event fires when the goal actor moves but PathPoints never change.
I also noticed that the debugtext collected from the SharedPath pointer in UNavigationPath shows that the number of points does change, and a speculative UE_LOG in UNavigationPath::OnPathEvent demonstrates that the FNavigationPath::PathPoints array from the SharedPath pointer does get updated correctly but UNavigationPath::PathPoints is not updated after creation.
Here is my blueprint that simply prints some debugging information about the NavigationPath and goal actor’s location for convenience.
The result