1. Create a gap smaller than a path’s agent radius between either 2 pathfinding modifiers, or a pathfinding modifier and a wall.
2. Set the pathfinding modifiers costs to be high, or infinite.
3. Compute the path such that the modifiers are between the start and the goal.
I would expect that when computing paths, gaps between pathfinding modifier volumes which are smaller than an agent’s diameter should be weighted the same as the modifiers surrounding them, so that paths are computed correctly.
The pathfinder will try to compute paths through gaps too small for the agent to fit through. When the cost of modifiers are infinite, these gaps are completely intraversible, and when costs are very high, these gaps are usually less efficient that going down an alternate path.
Issue Area: Engine Issue Type: Other Impact: High Frequency: Constantly Date First Experienced: 2022-09-02 00:09:00 (-06:00) Date Last Experienced: 2022-09-02 00:09:00 (-06:00)
In this scenario, making the AgentRadius 5 seemed to fix it for some reason, even though there’s more than enough room for it to walk through the area, and it does if there isn’t a pathfinding modifier there.
Even weirder, setting AgentRadius to 3 and 4 does… whatever this is (WaypointSpacing = 1)
I know that this is an old report, but it looks like the pathfinding changes mentioned by @watIsInTheName are finally coming together, to the point where they are allowing people to opt-in their games to them with a DM:
@crossStarCross you could probably mark a solution as a fix is incoming.