Hello!
When did you first notice this issue occurring?
We noticed it about the same time I opened this ticket, we were investigating the reason of random server crashes and we ended up stumbling onto this
Can you describe how you’re using pathfinding in your game?
We’re using it when we detect our bots are stuck (speed < 3, distant from intended position and no LoS). At the moment we’re using the SimplePath module for our pathfinding needs (it was done in an effort to potentially address an issue we have with pathfinding.
If you’re using it for NPC navigation, how often do you call path:ComputeAsync for a single NPC?
We call it in the scenario mentioned above, if my understanding of the SimplePath module is correct, it would be computed every 0.07 seconds until the LoS of its intended position is acquired back
We’ve noticed a large number of PathWaypoint objects in your reported Object Classes. When you re-compute a path, are the previously generated Waypoint objects still being referenced?
So, since we use SimplePath, if my understand of it is correct, the waypoints are not cleared until a new path is calculated, in which case it overrides the old waypoints (self._waypoints = self._path:GetWaypoints()).
When an NPC is removed from the game, are its corresponding Path and Waypoint objects still being referenced?
I don’t do it manually, but each bot’s logic is handled via a script parented to the bot, once it dies, the script is Destroyed, which if I remember correctly, should clear all references within it? (Not sure if it would apply to the SimplePath module?
I can send you the code in private (or any other way) if you think it can help