Nav mesh bounds volume not working on terrain

I have a ai set up to move to player pawn on pawn see but it doesn’t work on terrain but it workes on cubes and such.
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Are you sure it works on non landscape right?

I don’t know your landscape is big or not, but in open terrain your navigation settings should be like this:

With standard settings ai can think too long in short words. Important is Generate Navigation Only Around Navigation Invokers. But try just my settings.

Your simple Ai move to is of course not enough for game anyway. If you want to start with ai, I can recommend nice tutorial, good for beginning and easy to upgrade to sophisticated ai system:

This is not for open terrain, but with my setup posted before here no difference. If you will do step by step, this is best way to understand how ai system works. Also, this is most effective way (because you not need Behavior Trees etc, but they are for a reason in UE).

It works on non landscape fine i am also using level streaming and the settings did not work

I moved my ai form simple fps template map to World Composition system without any changes, it works before, works now. Hard to say where is problem, because I can’t see blueprint.
Try to make simple debug, with spawning objects or effect on plaver where ai should walk - you will see - problem is in movement or generally ai code (can’t see player). In Ai Move To you have “movement result” you can use it for debug too. Also, in landscape is checkbox - use for navigation or something like this, default is use, but maybe this is changed. Can be many reasons, hard to say. Do debug first to see where problem is. I not use pawn sensing, have bad experience, and created own system. Maybe here is problem too, as I know it should be depreciated from few engine versions.

used for navigation is checked and ill keep troubleshooting thanks

Fixed my problem I don’t know why this worked but I had to put the ai and character in streamed level and the navmesh bounds volume in the persistent level it just started working.