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NavlinkProxy Navmesh Ledge Stuck

I have a NPC with a very slow maxWalkSpeed (35, it's a duck, so it walks slowly!)

NavlinkProxy won't allow the character off the ledge unless walk speed is a higher value. See screen recording below.

https://dl.dropboxusercontent.com/s/d9pk40g58bueqlp/NavMesh.mp4

  1. Tried changing colision settings

  2. Changing size of the capsule

  3. Methodically adjusting attrs on Navlinkproxy

  4. Adjusting all related ledge settings on character movement component

The AI is just using simple move to actor at the moment. Same issues with AI move to, and simple move to location. Project template blueprint 3rd person.

Product Version: Not Selected
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asked Aug 16 '14 at 06:12 AM in Blueprint Scripting

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SVAD
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avatar image SVAD Aug 17 '14 at 05:36 PM

I built a simple behavior tree to control the movement. As the character was moving, I noticed that it looked as if it were colliding with the nav proxy link widgets! Is that possible? Seems crazy.

avatar image SVAD Aug 17 '14 at 05:44 PM

I've confirmed that the 'create box obstacle' is unchecked. Also tried setting Obstacle Area Class to 'none' and 'NavArea_Default'. Also tried setting ObstacleExtent to 0 0 0.

avatar image SVAD Aug 17 '14 at 06:27 PM

Scaling up the character and setting the NavLinkProxy SnapRadius lower seems to help, but character still seems to collide.

avatar image SVAD Aug 17 '14 at 06:45 PM

It seems that placing the nav links end widgets below the surface seems to mitigate some of the issues, but suggests that collision is the root issue.

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