Bug when changing Navigation from Navmesh to A*

jkaczmar

Member
Just a quick note that you can't dynamically change the Pathfinder in Movement pack. If you originally create it with Navmesh, then change it to A* the system still thinks it is using Navmesh and gives you errors that a Navmesh agent can't be found on the NPC. If you have a reptitive task like "Flee" it fills the console with unlimited errors.

The quick fix is to delete the Node and recreate it from scratch using A* from the beginning. It's a workable short-term workaround, but it very hard to debug as you don't know which of the Tasks is throwing the error since they all look appear to be correct. Assuming you can recreate the issue, can you include this in the next round of udpates?
 
After you add the task are you clicking on it to view the inspector? The pathfinder doesn't actually get set when the task is added, rather it is when you click on the inspector. I did this because it's a UI preference that indicates if you last used the navmesh or pathfinder and I figure that you will need to click on the inspector anyway to configure it.
 
Without me retesting this, the clearest way to see it is that A* is my default for all the work that I'm doing. When I import new stuff you are in general using Navmesh for the various demos. When you look at any of the Tasks in the demos they all say A* rather than Navmesh which is clearly not accurate, but it also doesn't cause any problems with things running. My challenge was probably somewhat unique in that I was making the switch from Navmesh to A* which made the debugging hard.

I guess it's ultimately a design decision on how you want it setup. The errors in my case will probably not be that common for most users and it will only take them once to figure out what is causing the problem.
 
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