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
AIController::MoveToalways fails on v2.0 —ANav3DData::FindPathbody is commented out. Is that intentional?What I'm seeing
BTTask_MoveTo/AIController::MoveToagainst aNav3DDatavolume returnsErrorfor any distance > ~1 unit. Same start/end throughUNav3DPathLibrary::FindNav3DPathsucceeds. Took me a while to track it downbecause the agent properties / bounds / everything else looked correct.
Where it dies
Source/Nav3D/Private/Nav3DData.cpp, inANav3DData::FindPath(around 2153–2206):The whole pathfinder call is commented out, so unless start ≈ end the function
just returns the default
Error.MoveTogoes throughNavigationSystemV1::FindPathToLocation→ANav3DData::FindPath(the staticFindPathImplementation), so it lands righton this stub.
FindNav3DPathdodges it by callingFNav3DPathCoordinator::FindPathdirectly.The actual question
Is the standard
NavigationSystemintegration (anything that flows throughANav3DData::FindPath) meant to still be supported on v2.0, or isFindNav3DPathnow the canonical entry point and this stub is intentional?Env
v2.0