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How to check if target is reachable navmesh

Hi there,

I'm using a Behavior tree for my AI with a priority system where I list all types of enemies. I want to check the reach-ability of all enemies using a priority list.

However when I'm checking an enemy that is enclosed by towers (see image)

alt text

the Find Path to Location Synchronously returns true.

I'm guessing this is because it is on the navmesh but as you can see it's enclosed and it shouldn't be reachable.

As you can see here

alt text alt text The enemy is stuck on the wall but thinks he has reached the target in the middle of the wall. I want to check if the enemy between all the towers is actually reachable.

Is there something that I'm missing? Any help is greatly appreciated.

Product Version: UE 4.9
example.png (64.5 kB)
examplev2.png (55.4 kB)
examplev3bt.png (224.0 kB)
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asked Sep 22 '15 at 10:44 AM in Blueprint Scripting

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avatar image Erasio Sep 22 '15 at 03:39 PM

Oh boy it's been a while since I worked with this.

There was something along the lines of "Can reach target" or something like this. A check if the target can be reached. I'm not sure anymore if it was a decorator, service or what exactly it was.

Sorry there is so little actual information in here. I hope you still find it and I figured it's better than nothing :)


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To add onto what Erasio was saying.

When you character is told to navigate the path, you can pull from this node to know if it has not reached its destination.


Another option is Find Path to Actor/Location Synchronously which returns a Navigation Path. This can also check if its Partial.

alt text


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answered Sep 29 '15 at 07:04 AM

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