AI not respecting navmesh in UE 4.11
Hi. I have recently updated my project from UE 4.10 to 4.11. In my game, the character is followed by an enemy AI. When it is near it, it plays atack animation and the character falls, and the game restarts. Now, when the enemy sees my character, it goes towards it. If my character goes near a fire, there is no navmesh in there, so the AI considers that he doesn't see my character anymore (in AI Move to node- On fail execution line triggers), so he finds another random point in the map to go. In UE 4.10, this worked well. In UE 4.11, it doesn't work anymore. The enemy ignores the fact that there is no navmesh around the fire, so he goes towards my character, altough it wasn't supposed to.
The fire blueprint has a NavModifier component, with Area Class set to NavArea_Null. Also, it also contains a big cylinder around all other components, that has collision preset set to overlap all. How to solve this problem ? Is this a bug or some AI system changes that require a different workflow ?
Here is my AI Blueprint Also, here is an overview of the map with navmesh
asked Apr 01 '16 at 01:16 PM in Bug Reports
I am marking this topic as resolved for tracking purposes, as we have not heard from you in a few days. If this issue persists, feel free to respond to this thread. For any new issues, please create a new Answerhub topic.
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answered Apr 11 '16 at 01:13 PM
Sean L ♦♦ STAFF
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