I have a constant loop of the NPC going to the player’s humanoid root part, but for some reason when they’re on high points in the map with no way down, they wont just simply jump off.
Heres a video showing you what I mean (Note: the jumping has nothing to do with it, since it sends out a computation error. It’s still trying to path. Also the ActorCanJump and ActorCanClimb variables are set to true)
Pathfinding usually wont let NPCs jump off cliffs, usually ActorCanJump or AgentCanJump usually means it will jump a gap to reach certain waypoints.
I imagine there can be a finicky fix to the path and or actor (im not well versed in SimplePath but yk) to allow it to jump cliffs as if it were a gap but what I would do is either,
compare the Y-values of the current position and the end position, then just disable pathfinding and allow it to use regular Humanoid:MoveTo() to simply walk off the cliff/towards the goal until they are a similar enough Y-value,
OR
Maybe try using pathfinding modifiers? They could also be equally as handy here.
I did not find a solution yet, usually its just a mapping problem for me. If they have no solution of a way back down like stairs it usually causes it.
If you want a really finnicky way of doing it simple path has an error connection where you can see when an npc has a pathing error and do things based on that. And if your npc is going for the closest player you can just make it move towards them on error.
My problem is not as bad as yours as my problem usually happens on really tall structures. Do you have the network ownership of the npc set to nil and the agentparams set correctly?