Behavior Tree "Move To" appears to fail

I’m having an issue with the Move To task in the Behavior Tree (screenshots provided). When the enemy sees the player, it successfully searches for a hiding spot using EQS. However, when the Move To task is reached, the behavior tree appears to reset and runs the default Wait task.

The blackboard key “HidingSpot,” which the Move To task is using, has a location successfully stored. A Navmesh is present, but does not appear in-game (when numpad 0 is pressed, don’t know if that is an issue or not). Also, changing the acceptable radius in the details tab of the Move To task does not appear to make any difference (tested 5-2000).

Thanks so much to whomever can figure this out, me and my noobishness have been stumped for a while!

Update: Checked the output log, it says “*** WARNING - PATHS MAY NOT BE VALID ***” when PIE is initiated. Here is the full log:

LogPlayLevel: PIE: No blueprints needed recompiling
PIE: New page: PIE session: ThirdPersonExampleMap (Aug 25, 2015, 8:20:08 AM)
LogPlayLevel: Creating play world package: /Game/ThirdPersonBP/Maps/UEDPIE_0_ThirdPersonExampleMap
LogPlayLevel: PIE: StaticDuplicateObject took: (0.021862s)
LogAIModule: Creating AISystem for world ThirdPersonExampleMap
LogPlayLevel: PIE: World Init took: (0.001566s)
LogPlayLevel: PIE: Created PIE world by copying editor world from /Game/ThirdPersonBP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap to /Game/ThirdPersonBP/Maps/UEDPIE_0_ThirdPersonExampleMap.ThirdPersonExampleMap (0.023782s)
LogInit: XAudio2 using ‘TOSHIBA-TV-1 (NVIDIA High Definition Audio)’ : 2 channels at 48 kHz using 16 bits per sample (channel mask 0x3)
LogInit: FAudioDevice initialized.
LogD3D11RHI: InitD3DDevice
LogWorld: Game class is ‘ThirdPersonGameMode_C’
LogWorld:Warning: *** WARNING - PATHS MAY NOT BE VALID ***
LogWorld: Bringing World /Game/ThirdPersonBP/Maps/UEDPIE_0_ThirdPersonExampleMap.ThirdPersonExampleMap up for play (max tick rate 0) at 2015.08.25-13.20.08
LogActor:Warning: GameSession /Game/ThirdPersonBP/Maps/UEDPIE_0_ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.GameSession_24 has natively added scene component(s), but none of them were set as the actor’s RootComponent - picking one arbitrarily
LogActor:Warning: GameNetworkManager /Game/ThirdPersonBP/Maps/UEDPIE_0_ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.GameNetworkManager_24 has natively added scene component(s), but none of them were set as the actor’s RootComponent - picking one arbitrarily
LogWorld: Bringing up level for play took: 0.007273
PIE: Info Play in editor start time for /Game/ThirdPersonBP/Maps/UEDPIE_0_ThirdPersonExampleMap 0.681
LogArray:Warning: Attempted to get an item from array LastSensedStimuli out of bounds [0/0]!

If you are basing this on this Tutorial: It might be that it doesn’t find the navmesh. I had the same problem where it wouldn’t move to any vector from an EQS query but would move to actors.

In Project Settings > Navigation Mesh there is an option for Vertical deviation from ground Compensation on the bottom.

that did the trick for me but i am not sure if it is the correct way.

It seems to be an issue with the z axis of the vector of the EQS query and the navmesh.

Holy balls, that worked… set Vertical Deviation from Ground Compensation to 50 and the AI works like a charm. Still getting the Paths May Not Be Valid warning, but thankfully it is at least functional now.

If you want to put that info in an answer instead of a comment I’ll accept it (if you care for the karma haha). Otherwise I’ll write one out so people can find this solution.

Thanks so much!

A comment can also be converted to an answer.

I think you could accept my answer now.
Dont really care for the karma but couldn’t hurt