Expected Behavior
The navigation mesh is the same with or without the above trusses.
Actual Behavior
The navigation mesh is incredibly broken, NPCs don’t know what to do. This was not the case until recent pathfinding/truss changes.
Workaround
Remove the trusses.
Issue Area: Engine Issue Type: Other Impact: Moderate Frequency: Constantly Date First Experienced: 2023-01-01 00:01:00 (-08:00) Date Last Experienced: 2023-02-01 00:02:00 (-08:00) A private message is associated with this bug report
The odd part is that trussparts can deform the navmesh even if they’re suspended hundreds of studs in the air above any ground. Can also confirm that the messed up navmesh causes issues as my NPCs get very confused sometimes due to this issue. (Especially in small rooms)
PathfindingNEARTrussDemo.rbxl (59.2 KB)
Here’s a repro file for an issue that COULD be related to this. It seems to mostly occur when near truss parts so I’m assuming it’s related. Edit: Can confirm it’s due to the navmesh being screwed up by the truss parts.
NPC basically gets stuck moving in one spot because a billion nodes appeared there or something. It’s trying to move up a non-existent ramp.
You’re right, it’s related. We deployed the fix this Monday. I tested the repo PathfindingNEARTrussDemo.rbxl you uploaded. The NPC isn’t blocked any more.
Can confirm it’s also fixed on my end. Thanks again for your help in the improvement of pathfinding service. Looking forward to see what other changes and additions you make in the future!