Works in Editor and Sim but not build

Hey, I haven’t posted on a Forum before so I’m going to do my best to describe this.

I had a project I started in 5.2 that I updated to 5.4 and I only used blueprinting in it. I’ve been having an issue where I can play the game fine in the editor but there are discrepancies between playing in the editor, running a standalone game and the build of the game.

There are no warnings or errors in the output logs, but my NPCs won’t move and instantly report aborted when using AI move to. I managed to fix all of these issues in the standalone sim of the game but not in the build. I’ve looked through what forums I could find but I’m not really a coder, I’ve only been doing this for a year and I’m not sure where to look.

I can share whatever videos, screen shots, files if needed. If I can’t fix this the project is p dead so any help is appreciated, thanks.

Hey there @Rangrjus211! Welcome to the community! If AI move to is failing, there’s lots of things that could be happening. Most commonly the navigation mesh could have issues, especially if you’re building it dynamically.

Are you using blackboard events and tasks for the AI?

Could we see the node setup?

If possible as a test, place a delay of about 3 seconds for the AI’s first action. Does this change the outcome?

I don’t fully understand what a dynamic nav mesh build would look like, but I just dragged and dropped the nav mesh into the scene.

I’m not using a blackboard or tasks, just custom events that are called on player interacted triggers and NPC spawn.

I have tried delays, and they don’t make a difference. Currently the NPCs are spawning and instantly returning an aborted result for the AI move to. I managed to fix this in the standalone version in editor by fidgeting with the placement in the viewport of the spawn locations and such.

Strangely enough to get some of the nav mesh to work in the standalone version of the editor I did have to rotate the whole world 180 degrees (I selected all the actors and rotated them all) because the NPCs wouldn’t walk past a certain X,Y coordinate even though there was a nav mesh, a working floor surface and nothing blocking them.

The NPC is a “customer” at a restaurant and all of its functionality is triggered by other manager BPs. I added comments to clarify where each event is being triggered so hopefully that helps.

Thank you.

I couldn’t put two screen shots in a single post so here’s the rest of the NPC’s functionality.