Currently we have UMassSnapToNavMeshProcessor which will snap entities that are off NavMesh every few seconds back onto NavMesh bounds. Entities can end up off NavMesh if player moves them there and due to avoidance logic. This isn't great because if a player sees the snapping it's janky. Instead we should rename this processor to UMassStayWithinNavMeshProcessor. Instead of snapping it should set a force or velocity or move target on the entity to cause it get back to NavMesh.
Skip this if https://github.com/HaywireInteractive/OnAllFronts-Public/issues/920 works well.
Currently we have UMassSnapToNavMeshProcessor which will snap entities that are off NavMesh every few seconds back onto NavMesh bounds. Entities can end up off NavMesh if player moves them there and due to avoidance logic. This isn't great because if a player sees the snapping it's janky. Instead we should rename this processor to UMassStayWithinNavMeshProcessor. Instead of snapping it should set a force or velocity or move target on the entity to cause it get back to NavMesh.