AI Acceptance Radius Still Used On Partial Path
I don't think this has always been the case, but it is in 4.12 and I'm pretty sure was in 4.11 too. It feels like a bug to me, or at least something that should/could easily be handled better.
Using the AI MoveTo or MoveTo actions on an AIController will still use the specified Acceptance Radius on partial paths. So, for instance, if NPC can't get to his Destination because of a cliff edge, he will stop moving once he's within AcceptanceRadius of the cliff edge, not at the edge itself. Surely the expected behaviour would be for an NPC to go as far as he could toward the destination, only stopping if his path runs out or he's within AcceptanceRadius of his actual destination?
Also, it would be extremely helpful to have a way to identify when the AI has finished the move but had a partial path. Right now, "finishing" a move with a partial path returns "already at goal" or "success"; there seems to be no good way to identify the situation of finishing a partial path.
asked Aug 08 '16 at 10:04 AM in Bug Reports
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