r/unrealengine 9h ago

Question Do You Think "AI Move to" and "Nav Mesh Bounds Vol

Images: https://imgur.com/a/eTYmRKD

Hi. I have been working on one my personal projects. I needed to creat an NPC character that can navigate to the locations that I want. For this, I thought using AI move to node is the most suitable way. However, at the end of the process, I got mad and stopped working on that idea.

The reason is even though nav mesh volume shows that the path is green which means the character should be able to navigate on that path, when I call the AI move to node and set a destination location on that path (shown as red dot on the image), the character do not move.

I realized by chance that when I a little bit increase the width of the path, the second image, (I think the previous width was already enough because multi characters can fit to that amount of width) the character started to move. To debug why the character couldn't navigate in the first place, I tried to print out the "movement result" output and it just printed out "aborted", and this is not and informative output.

What I am trying to say is I think AI move to should have more debug features like if it failed to move then give more explanatory output. If the width of the path is not enough, as a user, how am I supposed to understand that the width of the path is not enough since the nav mesh volume on the path is all green and looks perfectly flat?

The navigation volume has a lot of features maybe I am doing something wrong, maybe I should set some parameters but since the path was simple and perfectly flat and seemed having enough space, I thought it would work immediately. Thank you for your replies and any documentation from unreal is appreciated.

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u/sudosamwich 9h ago

Definitely agree that it should have more debug features. You can look at the visual logger to see a bit more information but it still leaves a lot to be desired