Hi all,
After lecture 154 I had an issue where my RequestDirectMove wasn’t getting called.
To debug this I had to dive pretty deep into the engine code and finally found a very nice tool to help
I started by looking into the return value of MoveToActor. This returned a failed status.
After looking into the engine code, I found that part of the code used “UE_VLOG” instead of a normal UE_LOG. This turns out to be a visual logger.
If you go to Window - Developer Tools - Visual Logger, you’ll get a new debug window that you can use to debug (among others probably) the path finding.
In the end it turned out that my tank’s static meshes had “Can ever affect navigation” set to true.
Because of this, the nav building thought the terrain the tank was on was inaccessible and as a result it didn’t construct the nav mesh there. Because of this the start point of the tank was not on the nav mesh, causing a non computable path to be constructed.
Setting all components of the tank to not affect navigation fixxed this issue and RequestDirectMove is finally being called.