I was attempting to convert our agents to use the FollowerEntity component and nearly everything has translated with 1 notable issue. We have a stress test scene of sorts to make sure our agents can and can’t get to places we expect. I know t his literal corner case looks a bit weird, but this is representing an extreme outlier and we just want to ensure we get expected behavior (even if it’s a tad weird)
In the screenshot above the capsule cannot get to the center square here. With the AIPath component implementation the agents will basically cut through the cubes to get there but with the follower entity they’re stopping where you see the capsule and gizmos. For the most part the settings are identical before and after, though there are some additional settings on the FollowerEntity I don’t know I’ve accommodated for correctly.
With the exception of this one case, everything is seemingly correct. The aspect I am most uncertain about is what happens to all the Seeker options which are slightly different before/after. As well as where the slowdown distance might be (if supported with FollowerEntity).
Here are screenshots of the settings we had on the components before the change:
And here is the follower entity setup:
Speed settings are controlled via code as is graph recalculation.
I’m not totally sure how to debug this, in both cases the agents think they can get there but something is stopping the Follower Entity. I have tried disabling avoidance and colliders on the blocks and get the same results.





