Verse AI Pathing broken after Round 1 in 33.30

Summary

Verse AI Pathing (custom ai behavior) no longer works after round 1.

Please select what you are reporting on:

Verse

What Type of Bug are you experiencing?

Verse

Steps to Reproduce

  1. Create simple custom pathing for your NPC or Guard. Use MakeNavigationTarget() and NavigateTo()
  2. On Round 1, your NPC or Guard AI will successfully Navigate.
  3. End the Round to progress to Round 2.
  4. On Round 2 and beyond, your NPC or Guard will no longer Navigate.

Expected Result

Correct AI navigation for all rounds.

Observed Result

AI refuses to navigate using Verse navigation.

Platform(s)

All

Can confirm this is happening, and now we can’t release our map we’ve spent 3 months on. Hope this gets fixed quickly. Also our NPCs dont move on round one after having started the game once.

1 Like

We’re checking into this!

5 Likes

Can also confirm this is happening. I did some testing to try and narrow down where the failure point is and this is what I’ve come up with.

I tested setting the navigation target and navigating to it several times in the first round and it works as intended. The NPCs also stop navigating if you simply end the game and start it again, not just on the second round starting.

All my testing was done using a vector3 navigation target (MakeNavigationTarget(Position:vector3):navigation_target) and not an agent navigation target, so I can’t confirm if there are also issues using an agent as the navigation target, maybe someone else can confirm.

Using some print statements I can confirm getting the Navigatable interface from an NPC fort character using GetNavigatable succeeds as intended every time, even in subsequent rounds, so I don’t think the failure point is there.

MakeNavigationTarget(Position:vector3):navigation_target and MakeNavigationTarget(Target:agent):navigation_target cannot fail so there is no way to verify if there is an issue with those on our end, but I am able to still call functions that take a navigation_target as a parameter so I imagine that is fine.

This issue seems to lie with spawning NavigateTo(), I have tried it with and without the optional parameters and neither work on subsequent rounds.

In fact, if I try to spawn even my own suspends function that contains NavigateTo() in it at all, the function is not called.

Hope this helps!

3 Likes

Npc stopped following player in round 2 in The Experiment (2359-6345-3146)

3 Likes

In our case, its happening in a ffa game without rounds (not published), only with npc spawner using Guard type… Guard Spawner works fine
Even in combat, the NPC doesn’t move

2 Likes
2 Likes

Hey folk, I forgot to update this thread. Fortnite Ecosystem v33.30 with Known Issues - #7 by Amanda.Schade

FORT-854024 is ‘Closed’ as ‘Fixed’. The issue will be addressed in 33.30.

1 Like