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.
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.
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