Closed dom452 closed 3 years ago
Yup, this is weird beyond weird. I can't even get it returning true in a totally fresh project... I'm convinced the universe is just messing with me now. I also checked older versions of the plugin that I know definitely worked like a charm (PIE thing not withstanding) - same issue UE v4.26.2
Update, Rolled back to version I downloaded from June 7, 2021. The Path is now being found in the fresh project. Update 2 Rolled back to the abovementioned version in the Dropship game project; works with the June7 version.
Total mystery to me what might have changed in any part of the environment between now and then, since I confirmed the pathing still worked after the PIE crash update?
In any case, I'll roll back for now and deal with the PIE crashes :)
Last one, I promise...
I went through and redid the changes from every update, and note that;
NavComponent.cpp
Line 604
if (CurrentNode.HasChildren()) {
seems to be the thing that cause the PathFound bool on the delegate event to always return false after 1 iteration.
Also put a validity check at the top of AddPathStartLocation around Line 679 since it threw an exception upon closing and mebe it helped? Haven't had a crash yet - but it could just be luck since I'm groping around in the dark with C++
So, it's been a while since I've tested the pathing - and it seems something has gone astray?
Whenever I call Find Path Node, and then the delegate fires off, PathFound always returns false. I've tried with default values on the Nav3D component as well as a bunch of variations - the output log says;
LogTemp: Display: AIC_AirUnit_Base_C_0: Find path task called successfully LogTemp: Error: AIC_AirUnit_Base_C_0: Pathfinding failed after 1 iterations
Thoughts?