MoveToLocation call fails to project the location to the navmesh
I have a
If there are "too big" height differences between the location and the navmesh the call seems to fail to project the location to the navmesh.
The problem is that I only know where I want the pawns to go in the XY plane. The Z axis is there for cosmetic purposes only.
What's the recommended way of solving this? I understand that one can raycasts against the landscape but is it really necessary to involve the collision system to get proper movement locations? Or can you somehow change the max distance
asked Nov 21 '14 at 04:34 PM in Bug Reports
The easiest and quickest way would be to modify
You can find these settings in Project Setting's.
We have a fix coming in soon that will solve this problem for all character-based navigation, but that's not in yet.
answered Nov 21 '14 at 04:45 PM
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