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AIController::MoveTo always fails on v2.0 #37

Description

@Shirley-Ying

AIController::MoveTo always fails on v2.0 — ANav3DData::FindPath body is commented out. Is that intentional?

What I'm seeing

BTTask_MoveTo / AIController::MoveTo against a Nav3DData volume returns
Error for any distance > ~1 unit. Same start/end through
UNav3DPathLibrary::FindNav3DPath succeeds. Took me a while to track it down
because the agent properties / bounds / everything else looked correct.

Where it dies

Source/Nav3D/Private/Nav3DData.cpp, in ANav3DData::FindPath (around 2153–2206):

else
{
    // Result.Result = FNav3DPathFinder::GetPath(
    //     *N3dNavigationPath,
    //     *Self,
    //     PathFindingQuery.StartLocation,
    //     PathFindingQuery.EndLocation,
    //     NavAgentProperties,
    //     PathFindingQuery.QueryFilter);
}

return Result;

The whole pathfinder call is commented out, so unless start ≈ end the function
just returns the default Error.

MoveTo goes through NavigationSystemV1::FindPathToLocation
ANav3DData::FindPath (the static FindPathImplementation), so it lands right
on this stub. FindNav3DPath dodges it by calling
FNav3DPathCoordinator::FindPath directly.

The actual question

Is the standard NavigationSystem integration (anything that flows through
ANav3DData::FindPath) meant to still be supported on v2.0, or is
FindNav3DPath now the canonical entry point and this stub is intentional?

Env

  • Nav3D v2.0
  • UE 5.7

Activity

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