AI walks outside of NavMesh
I move the AI using MoveTo (inside a behavior tree) and then assign the TargetLocation as the player location. The player then walks to the end of the ledge shown in the screenshot below. The AI sadly follows the player outside of the navmesh. And then the AI get's stuck because, there is no navmesh where he is standing... But the AI should not ever get outside of the navmesh...
How can I prevent the AI from walking outside of the NavMesh without resorting to 'spamming' invisible walls?
I had the same problem. But the vector solution was not quite right. So editing some properties of the navigation mesh was able to solve it. Now the enemy does not leave the navmesh when he makes a "moveto an actor task"
answered Feb 20 '17 at 05:24 PM
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