I should have worded that better. It will pick a wander destination, but it doesn't factor in the outside of the graph. If its close to the edge of the walk able area it doesnt matter to its wander destination pick, meaning it will pick a wander spot outside of the graph causing the ai to just stand at the edge looking in the direction of the wander destination
The Wander task will randomly pick a destination until SamplePosition returns true. This is done randomly so it may take a few tries for it to return a valid destination, but as soon as SamplePosition returns true then it will move to that position. In this case it sounds like SamplePosition is returning true when you don't think that it should be. The SamplePosition uses AstarPath.active.GetNearest(position).node.Walkable to determine if that position can be traversed. Do you know of a better A* function to use?
The flee from the movement pack is also picking a flee destination that is not on the grid graph. It constantly chooses outside of the graph and tries to walk to get, gets to the edge of the graph and then endlessly circles
The integration package covers most use cases but this is the first time that I have received this feedback. Give me a little bit of time to work with the A* developer to come up with a proper solution.
I have the latest version of behavior designer, movement pack, astar, and movement pack's astar integration. I'm still getting this same issue. At this point the wander task just isn't worth using as it'll lead to a the AI getting stuck after enough time.
Edit: Still stuck there this entire time I've been typing this. And I just noticed the destination is also above (And outside) the navmesh (mentioned this last year as well):
Fixed this for myself, but it's a very specific case for my game. For anyone wondering: I edited SamplePosition in IAstarAIMovement.cs. I added a check for the proposed position to see if it's inside any given graph my AI is currently on.