Assertion failed during AI MoveTo

Hey Guys.

I created a very simple level with the UFO asset. I then created a Blackboard “find random point” and then a AI Move To. The random location works but as soon as the blackboard executes the MoveTo function, I get this error msg and the editor closes. I even tried making my own “Move To” function but it does exactly the same. The UFO asset’s parent class is Pawn and it checked everything should be normal. I’m running a preview build from the master preview branch (5/22/2014, changelist 2082646)

Assertion failed: AgentProperties [File:C:\UnrealEngine-latest-preview\Engine\Source\Runtime\Engine\Private\AI\Navigation\NavigationComponent.cpp] [Line: 812]

Stack:
FWindowsPlatformStackWalk::StackWalkAndDump() 0xa133f546 + 0 bytes [File=c:\unrealengine-latest-preview\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:177] [in C:\UnrealEngine-latest-preview\Engine\Binaries\Win64\UE4Editor-Core.dll]
FDebug::AssertFailed() 0xa11e13f5 + 0 bytes [File=c:\unrealengine-latest-preview\engine\source\runtime\core\private\misc\outputdevice.cpp:189] [in C:\UnrealEngine-latest-preview\Engine\Binaries\Win64\UE4Editor-Core.dll]
UNavigationComponent::CacheNavQueryExtent() 0x9cce538b + 0 bytes [File=c:\unrealengine-latest-preview\engine\source\runtime\engine\private\ai\navigation\navigationcomponent.cpp:815] [in C:\UnrealEngine-latest-preview\Engine\Binaries\Win64\UE4Editor-Engine.dll]
UNavigationComponent::PickNavData() 0x9cd15a0c + 0 bytes [File=c:\unrealengine-latest-preview\engine\source\runtime\engine\private\ai\navigation\navigationcomponent.cpp:803] [in C:\UnrealEngine-latest-preview\Engine\Binaries\Win64\UE4Editor-Engine.dll]
UNavigationQueryFilter::GetQueryFilter() 0x9cdc9071 + 0 bytes [File=c:\unrealengine-latest-preview\engine\source\runtime\engine\private\ai\navigation\navfilters\navigationqueryfilter.cpp:70] [in C:\UnrealEngine-latest-preview\Engine\Binaries\Win64\UE4Editor-Engine.dll]
AAIController::MoveToLocation() 0x9c5506e0 + 69 bytes [File=c:\unrealengine-latest-preview\engine\source\runtime\engine\private\aicontroller.cpp:516] [in C:\UnrealEngine-latest-preview\Engine\Binaries\Win64\UE4Editor-Engine.dll]
UBTTask_MoveTo::PerformMoveTask() 0x9cd155c8 + 0 bytes [File=c:\unrealengine-latest-preview\engine\source\runtime\engine\private\ai\behaviortree\tasks\bttask_moveto.cpp:69] [in C:\UnrealEngine-latest-preview\Engine\Binaries\Win64\UE4Editor-Engine.dll]
UBTTask_MoveTo::ExecuteTask() 0x9ccf3dd2 + 0 bytes [File=c:\unrealengine-latest-preview\engine\source\runtime\engine\private\ai\behaviortree\tasks\bttask_moveto.cpp:30] [in C:\UnrealEngine-latest-preview\Engine\Binaries\Win64\UE4Editor-Engine.dll]
UBehaviorTreeComponent::ExecuteTask() 0x9ccab4d6 + 45 bytes [File=c:\unrealengine-latest-preview\engine\source\runtime\engine\private\ai\behaviortree\behaviortreecomponent.cpp:1027] [in C:\UnrealEngine-latest-preview\Engine\Binaries\Win64\UE4Editor-Engine.dll]
UBehaviorTreeComponent::ProcessExecutionRequest() 0x9ccc1299 + 0 bytes [File=c:\unrealengine-latest-preview\engine\source\runtime\engine\private\ai\behaviortree\behaviortreecomponent.cpp:919] [in C:\UnrealEngine-latest-preview\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FTimerUnifiedDelegate::Execute() 0x9cbef65a + 9 bytes [File=c:\unrealengine-latest-preview\engine\source\runtime\engine\public\timermanager.h:45] [in C:\UnrealEngine-latest-preview\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FTimerManager::Tick() 0x9cc3f8cd + 0 bytes [File=c:\unrealengine-latest-preview\engine\source\runtime\engine\private\timermanager.cpp:320] [in C:\UnrealEngine-latest-preview\Engine\Binaries\Win64\UE4Editor-Engine.dll]
UWorld::Tick() 0x9c8a21ba + 15 bytes [File=c:\unrealengine-latest-preview\engine\source\runtime\engine\private\leveltick.cpp:1163] [in C:\UnrealEngine-latest-preview\Engine\Binaries\Win64\UE4Editor-Engine.dll]
UEditorEngine::Tick() 0x9ae98758 + 0 bytes [File=c:\unrealengine-latest-preview\engine\source\editor\unrealed\private\editor.cpp:1183] [in C:\UnrealEngine-latest-preview\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
UUnrealEdEngine::Tick() 0x9b21af46 + 0 bytes [File=c:\unrealengine-latest-preview\engine\source\editor\unrealed\private\unrealedengine.cpp:237] [in C:\UnrealEngine-latest-preview\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
FEngineLoop::Tick() 0x1c037b3a + 0 bytes [File=c:\unrealengine-latest-preview\engine\source\runtime\launch\private\launchengineloop.cpp:2096] [in C:\UnrealEngine-latest-preview\Engine\Binaries\Win64\UE4Editor.exe]
GuardedMain() 0x1c02d1ec + 0 bytes [File=c:\unrealengine-latest-preview\engine\s

Anybody has any idea ??

Hi Ad3ViLI,

Could you post your dxdiag and your saved logs here for us to have a look? Were you following the behavior tree tutorial on the wiki or was this a custom experience? Further, could you please post a screenshot of your behavior tree so I can see what your setup looks like? Thank you!

Hey

Yes, I followed the tutorial as at [link text][1]

I attached the dxdiag file, Log file and dmp file. Let me know if you need anything else. Thanks
Anton

[link text][2]

Hello,

Thank you for that additional information. I am assisting on the issue and I have a few more questions:

In addition to the Behavior Tree, could we see the MyBTTask eventgraph? Do you have a NavMesh in the level where the AI is? When you say you are using the UFO asset, do you mean just the mesh added to a Character BP or the full Blueprint? If it is the Blueprint, it may be a class compatibility issue.

Thanks,

Hey

Here’s the task you asked for. Yes I do have a NavMesh in the level. I also tried it with the option “Whole World Navigable” enabled, but got the same results. I’m using the full blueprint one, however I deleted most of the blueprint as it was not applicable. The only part left is the collision with an object. The parent class of the blueprint is “Pawn.h”, so I dont think thats the cause ? I uploaded the ufo blueprint to my dropbox if that would help. [link text][1]

Yeah, I believe the problem is with the UFO now. The UFO’s blueprint was built without AI in mind, so there is a good it is causing the problem. Please make a new Character Blueprint and try using that with the mesh set to the UFO’s mesh. Let me know if that helps, if it doesn’t then we can continue the investigation.

Hey.

I tried creating a new Character blueprint. The program doesnt crash, but the ufo doesnt fly anywhere, it just flops over, hehehe. (looks quite funny). Also, i tried creating a new Pawn blueprint and when I select the ufo components from the original ufo, copy them and paste them in the new ufo the editor crashes immediately, no warning, nothing. Yet I can copy and paste the components from the original into the new Character ufo.

Hi ad3ViLI,

Try unchecking simulate physics, I have a feeling that that may be causing a lot of your problems. Further, the Flying Template is set up to use varying degrees of force to manipulate the player character, this will not work well with an AI system and is probably causing a lot of the issues you are facing. You can export the mesh and re-import it as a skeletal mesh, which would give you the freedom to use the mesh without the controls and instead apply the AI behavior as needed.

Hey

Thanks for all the help, I’ll try sorting it out tomorrow. Cheers

When you re-import it, under the skeletal mesh advanced settings should be a checkbox called “Import Rigid Mesh”, check that to true and you should be able to import it. The system will throw an error for materials but otherwise it should be usable.

Hey

I tried exporting the mesh and re-import as a skeleton mesh, but it fails, saying it cant find any bone hierarchy. Sorry for all this trouble. Any advice ?

Awesome thanks ! It’s working now. Just have to play with the speed/friction settings a bit, it looks like it’s at warp 9.9999 !! hehehe