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?
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?