Clicking outside NavMesh move my character to 0, 0, 0 point

I have exactly same problem described here:

…but still can’t figure out elegant solution.

Steps to reproduce:

  1. Create new Top Down Blueprint project
  2. Create new Level with Default preset
  3. Add NavMesh Bounds Volume box
  4. Start game
  5. Move character anywhere inside NavMesh
  6. Click outside floor (order player to “jump off”)

Any idea how to move character towards cursor as far it’s possible without falling? He could at least don’t move at all.

Cheers!

Edit: OK, I’ve found elegant way to prevent moving towards centre of scene:


All I’ve had to do is just put “Branch” between “Gate” and “Move to Hit Location” based on “Get Hit Result…” return value.

Still no clue (if it’s even possible) how to move character towards cursor as far as possible.

Hi Nattfarinn,

I was able to reproduce behavior you described, and entered a bug report in our database for our developers to look at (TTP# 346920). I will let you know if I see any update on issue. Thanks for your report!

I’ve found way how to prevent character moving. It looks like default “MyCharacter” blueprint is missing return value check of “Get Hit Result…” function and moves character even on False. :slight_smile:

Where can I see bug reports and if this was addressed?

Hi veiovis,

Currently our bug report database is not public. There is some discussion of making it accessible in future, but for now it’s best to ask in place it was initially reported and we can look it up.

With this issue, it appears bug is still not fixed internally. However, workaround posted by Nattfarinn above should resolve issue if you are still experiencing it.

Any resolve to this? My Character seems to be doing it more and more as I add more assets

It looks like this behavior (moving to 0,0,0 when clicking outside nav mesh area) is by design (bug updated to UE-3210 for internal reference). geometry hit detection code results in 0,0,0 for out-of-bound clicks to avoid a null reference. To avoid this, use a check to see if hit result is what you want it to be before moving.