How can I ensure Navmesh Walking is being used?

I am trying to optimize a lot of enemies using character movement components in my level. I notice a pretty significant chunk of time being spent on character movement. I know that Navmesh Walking mode is a simplified, and cheaper, mode of walking. I have set all of my character movement components to use navmesh walking by default but when I check the movement mode being used by the character movement component it always reports it as ‘walking’. Does the component report its mode as walking even if it’s using Navmesh Walking? Or it is refusing to use Navmesh Walking entirely? How can I ensure I am using the cheapest mode here?

I’m having this same issue. I set the Default Land Movement Mode to NavmeshWalking and when I check in game what the movement mode is (get movement mode to print string), it comes back as ‘Walking’. Any reason why it would seem to be resetting itself back to Walking?

Eh, messing around with it a little more I found that if I actually set it on Begin Play to NavmeshWalking, it reports back as such. If I just set it in the CharacterMovement component, it will set itself back to Walking. Not sure if this is the correct thing, but that’s the only way I was able to get it to report back as NavMeshWalking.

Did you ever figure this out? I can’t get it to show anything other than “Movement Mode: Walking” (using the ai/behavior tree debug). I set the default land mode and used the ‘set movement mode’ on begin play… no change.

i also found that setting the movement mode on begin play worked . if your having problems i would use EventOnMovementModeChanged to see if anything else in your code (or epics) is changing the movement mode back to standard walking. hope that helps.

after more testing i found that my ai reset back to normal walking if they where for some reason off the nav mesh for a moment.