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Navigation 'Is Partial' doesn't work


I have an AI using Navmesh navigation. When I try to see if it can reach a location it should not be able to reach (e.g. a closed room that has a Navmesh with the AI outside of the room) I do a check with 'Find Path To Location Synchronously' and take the Navigation Path Reference this returns to check for 'Is Partial'.
This always returns false, even though it cannot reach the location. This seems to be a bug.

When making my AI move to that same location and checking 'Has Partial Path' it returns true. So the path it has to the target location is partial, even though 'Is Partial' tells us that same path is not partial.

I'm having issues with my AI behaviour because of this. I need a way to know if my AI can actually reach the target location before I make it move there. It's important to keep in mind that the unreachable location is actually on the Navmesh.

I ran into this issue while working in UE 4.15.3 and can't confirm if the same issue is present in 4.16.1.

Can anyone reproduce this issue and/or help me find a way to figure out if a Navmesh location is reachable for an AI before making it move there?

Similar issue:
- (https://answers.unrealengine.com/questions/306278/how-to-check-if-target-is-reachable-navmesh.html)

- (https://docs.unrealengine.com/latest/INT/BlueprintAPI/AI/Navigation/HasPartialPath/index.html)
- (https://docs.unrealengine.com/latest/INT/BlueprintAPI/AI/Navigation/IsPartial/index.html)

Thanks in advance,


Product Version: UE 4.15
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asked Jun 28 '17 at 11:55 AM in Bug Reports

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avatar image ChezJau 5 hours ago

I have the same problem with 4.22

display green if ok, red if not and the character wants to run inside the block. alt text

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1 answer: sort voted first

IsPartial is returning true even if the goal is not reachable. UE4 4.18

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answered Mar 15 '18 at 02:39 PM

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