Hi Aron
I’m using the tag system to inform each enemy that they can’t go near other enemies (each enemy is given a unique tag they can traverse, along with basic ground)
Every 1 second I’m setting a GraphUpdateScene volume to only Basic Ground, then calling Apply (in order to clear tags on the nodes within those bounds, theoretically), and then I add a tag (say, tag 2), and then Apply again.
The result should be enemies adding tags to nodes around them to stop enemies using those - and then releasing those node back to Basic Ground for all enemies to use. Visually this appears to be working (with the Debug view set to tags)
Here is a video showing the problem
However as you can see, although it looks like the tag volume are clear, enemies are actually still treating those nodes as not-traversable. (the enemies have walked around a bit in this scene prior to the picture) (observe the green paths that are taking routes around what should be basic ground only nodes)
Am I clearing tags on nodes correctly? Is there a proper way to be doing it? It’s odd that visually it’s working but enemies still avoid the nodes that have been previously tagged)