Troubleshooting Navigation Glitches with Machines in UE5

Original Discord Post by marcelsterk | 2024-09-20 11:51:55

Hi!

I’ve added a navigation mesh to the environment, and it works well when I ask the bot to follow me. However, when the bot needs to walk towards a specific object (which is part of a machine and surrounded by it) during a conversation, it either glitches into the machine or reports that it can’t reach the object.

What confuses me is how the bot is able to glitch into the machine when the navigation mesh looks really good. I’ve even added extra blocking volumes to prevent this from happening, but the issue persists.

I believe the problem might be because the object is part of the machine, and since the bot can’t stand directly next to it, it causes these issues. Does that sound correct?

I also tried adding target points with tags for the bot to navigate toward, but the same problem seems to occur.

Do you have any suggestions or best practices to address this?

Reply by k3kalinix | 2024-09-22 21:38:12

<@1216254232957685765>

Reply by marcelsterk | 2024-09-24 06:07:01

Any update on this?

Reply by mighty_brute | 2024-09-24 11:23:50

It sounds like the bot’s navigation issue may be due to its proximity to the machine. Here are a few quick suggestions:

  1. Adjust the Navigation Mesh: Ensure it’s set up correctly around the machine.
  2. Collision Settings: Check the collision settings for both the machine and the object.
  3. Target Points: Ensure target points are positioned at reachable locations.

Reply by marcelsterk | 2024-09-24 19:15:43

Hey Brute, we checked this. All of these look okay. Can I setup a support call with the team to discover the bug?

Reply by marcelsterk | 2024-09-25 06:04:11

<@1216254232957685765> I’m available as of now :slightly_smiling_face:

Reply by mighty_brute | 2024-09-25 06:52:12

<@454014247559495683> , you can add an empty actor in front of your machine and use it as a location reference for the machine. This way, the character won’t interfere with the machine’s collision bounds.

Reply by marcelsterk | 2024-09-25 06:53:43

I can show you specifically what I did

Reply by marcelsterk | 2024-09-25 06:53:47

along with some of the issues

Reply by marcelsterk | 2024-09-25 06:53:48

https://www.dropbox.com/t/2ku6fVY3qS4caaot

Embedded Content:
Marcel Sterk sent you 4 items
Code showcase.mp4 + 3 more items
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Reply by marcelsterk | 2024-09-25 06:53:59

I also sent this to the support e-mail

Reply by marcelsterk | 2024-09-25 06:54:18

with some explanation

Reply by marcelsterk | 2024-09-25 06:54:33

We tried what you are suggesting

Reply by mighty_brute | 2024-09-25 07:06:01

<@454014247559495683> try using the target actor for the AI Move To function instead of a location, and adjust the acceptance radius within the AI Move To function.

Reply by marcelsterk | 2024-09-25 07:16:02

Hey Brute thanks, could you tell me what the acceptance radius should be set at. I believe a higher acceptance radius equals to the bot accepting a position outside of where it can stand, is that correct?
Could you briefly show me how that blueprint should look like?

Reply by marcelsterk | 2024-09-25 07:22:27

Are you referring to this ?

Reply by marcelsterk | 2024-09-25 07:22:47

Images:

Reply by marcelsterk | 2024-09-25 07:22:59

Because we tried that and that did not work!

Reply by marcelsterk | 2024-09-25 07:27:29

Here is what happens and these are same settings but two different recordings

Reply by marcelsterk | 2024-09-25 07:27:31

https://www.dropbox.com/t/HDknFeO1dpPqhna9

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Marcel Sterk sent you 2 items
Scenario1.mp4 + 1 more item
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