Why "RVO Avoidance" does not work when pawn is cotrolled by AAIController?

Hi, I haven’t setup RVO avoidance from c++, but in the character movement settings in blueprint (see e.g. step 4 here Using Avoidance With the Navigation System in Unreal Engine), did you try it with those settings?

And for crowd avoidance, you would need to set it to use the UCrowdFollowingComponent instead of the default path following component in your AIController (don’t know why its like that instead of inheriting), post #3 here Missing DetourCrowdAIController in C++ - #3 by chrudimer

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