Repathing no longer works on vector targets
It appears that was a result of this change: https://github.com/EpicGames/UnrealEngine/commit/48331caa30db5ac914681a54cab4ff5753786fde#diff-15859a9cc76ea497ddf16d386bc55faa
That change in NavigationData.cpp means that it's no longer sufficient to have
The workaround involves forcing a manual update of the EndLocation for the repath, and will look a bit like this, before any relevant call to RequestRepath:
(Get the underlying FNavigationPath from the UPathFollowingComponent for the above).
asked Feb 09 '17 at 10:21 AM in Bug Reports
I'm not sure I understand your issue. Auto-repathing is done when underlying navmesh changes, or when the move goal moves. Vectors (as move goals) don't normally move on their own, so if you want to reuse path object by changing path's goal location and repathing you'll have to do it on our own. Your workaround is actually a proper way of implementing it.
answered Feb 10 '17 at 03:17 PM
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