Hopefully someone can help shed some light on this for me.
I have created an idle animation for the Enemy capsule, and was really happy with it. I have since found that the Enemy no longer gives chase when entering the chaseRange.
I am assuming that this is due to the position animation overriding the movement provided by the Nav Mesh Agent. I have tried enabling Apply Root Motion, and while this reinstates the chase mechanic from the Nav Mesh Agent, it also cancels out the rotations on all but the Y axis.
I have tried removing the Position property from the animation, which once again reinstates the chase mechanic, but prevents the Enemy from facing towards the player.
My rough idea for a workaround would be to possibly have the Nav Mesh Agent on a parent, and then have the Enemy capsule with animations as a child, although I’m not sure if this is the most efficient solution, or whether it would cause problems further down the line with code/triggers.
For now, I think I’ll simplify the animations and not do anything that involves rotation or position, so that I can continue with the lectures but any advice or suggestions on how to get this working would be appreciated.