My team just merged with latest promoted post navigationcomponent refactor.
First small/minor bug: in AAIController::MoveToLocation bUsePathfinding is not being passed through to PreparePathfinding.
Second: The FPathFindingQuery NavData always fails IsValid when that weak pointer property is assigned or constructed from the default AbstractNavData from the NavigationSystem.
Our use case is making a character move via movedirectly toward task while not on navmesh. The NavData Query is invalid so its assigned to the default navmesh navdata via GetMainNavData(FNavigationSystem::DontCreate).
Since its not on navmesh it doesn’t ever get to execute AAbstractNavData::FindPathAbstract and errors out.
This is blocker for some of our AI.
This could be a simple problem or engine issue as I tried created a local TWeakObjectPtr of navdata right after the abstractNavData was spawned and created in UNavigationSystem::DoInitialSetup() via:
TWeakObjectPtr data = AbstractNavData;
The data Ptr will still fail IsValid even when non-null.