Dynamic Navigation Obstacle doesn't seem to work anymore
So I had my blueprints project in 4.18 up until a couple days ago, and my AI seemed to work as expected. They'd get a random moveTo location, ignore areas leading to dynamic obstacles (openable doors), or at least seem to fail out in their pathing after awhile and move onto something else. Now after converting to 4.20 and migrating to a clean project they're back to crowding closed doors, the moveTo obviously not failing and my AI looks dumb as a doorknob again.
The door static meshes are all marked as dynamic obstacles and obstacle areas, they each have navigation colliders, my navmesh is set to dynamic, none of this seems to make any difference. I noticed that previously the dynamic obstacles actually cut holes in the navmesh generation in blocked areas, whereas now it's just marked in red, AND after further checking, it IS cutting holes in the navmesh, it's just doing so to the left of the blueprint containing the meshes (i.e. empty space at the blueprint origin) instead of where the meshes actually are... that stuff's still just red... mmyep
So, what am I doing wrong?
asked Sep 16 '18 at 12:12 AM in Using UE4
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