Generating Path failed, even though door has a pass-through modifier

You can write your topic however you want, but you need to answer these questions:

  1. What do you want to achieve? I want a pathfinding humanoid to open and walk through the bedroomdoor.

  2. What is the issue? Include screenshots/videos if possible! The issue is that the humanoid fails to generate a path when a certain door is in the way of it, even though all the door parts have a passthrough-enabled path modifier in them.

Currently, I already have 2 other destinations with doors in between, these work as scripted: the humanoid generates a path, moves to each waypoint and when its ray cast hits a door, it will open the door and close it.

P.S: All doors models are the same




Screenshot 2024-06-25 at 17.41.48

  1. What solutions have you tried so far? Did you look for solutions on the Developer Hub?
  • I have removed the not working “bedroomdoor”, and this seems to work, the humanoid generates the path and it moves along the waypoint until it’s end destination.
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Have you checked the result of the Raycast from the humanoid to the broken door? Raycast can be funny sometimes so make sure that it’s not nil when it reaches the broken door.

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it has nothing to do with the raycast because the raycast is used when the humanoid has created a path and is walking along it. Problem is that it doesn’t generate the path because this “door” is in the way of it’s destination.

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That’s strange. The other two working doors are identical copies of the one that doesn’t work?

Yes they are identical, i even copied the working door again and replaced the broken door to check if it’s something with the model, but that doesn’t fix it.

I think it has to do with something in the navmesh, the problem is that I can’t seem to debug it.