Hello, I have a graph with some tags to denote that my enemy’s can’t walk through certain areas. I’d like my enemies to pursue the player up to what over those restricted areas, then stop. What I’m finding is the enemy will find a path to the player that bypasses the unwalkable area plus other unwalkable areas – so basically a nonsense path. Any help figuring out the right way to approach this is appreciated!
- 2D graph grid
- Seeker on enemy
- “Closest Node on Graph” for start/stop
- Constructing a path with ABPath, Default constraint, and Calculate Partial set to true
Here’s a screenshot that hopefully illustrates the problem: