[Bug Report] AI pawn moving when not supposed to
Build Version: 4.7.6-2513093
The ai seems to move towards the edge of nav meshes when their destination is on another unconnected nav mesh. Also if the destination is not on any nav mesh then the ai won't move at all. This behavior seems inconsistent.
UE4 4.8 will give you a way to configure movement requests so that partial paths are treated as pathfinding failure, so in both cases, where destination is unreachable, but on navmesh, and destination is not on navigation altogether, the move request will fail.
If you'd like an opposite approach, so that AI moves even if destination is not on navmesh, then I suggest first projecting the goal location to navmesh (possibly with big query extent) and then use the result as actual move goal.
answered May 18 '15 at 01:50 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here