AI Pawn doesn't get picked up by the Nav Mesh
I have got some C++ code that overrides the RequestDirectMove() method, but it never gets called by the pawn in my game . I suspect it's something to do with the fact that the nav mesh thinks its a "wall" so technically the pawn is not in the nav mesh?
Can anyone tell me what I am doing wrong? Should the pawn have boundaries like that inside the nav mesh?
I have a UNavMovementComponent in the blueprint of the tank pawn and inside that I override
void RequestDirectMove(const FVector& MoveVelocity, bool bForceMaxSpeed) . I have a UE_Log in that method to see if it ever gets called but no luck.
asked Feb 15 '19 at 02:42 PM in C++ Programming
Follow this question
Once you sign in you will be able to subscribe for any updates here