Hey all,
I had the problem that my main character was not walking bigger distances anymore on its own since the last update ( v3.5.3f3 ).
The solution was finally to set the stopping distance of the character to 0 ( originally it was 0.1 ).
When I build a test project with a stopping distance > 0, I noticed that it is always working correctly, untill the navmesh gets more complicated.
When it becomes to “complicated”, it does find its path ( PathComplete ) and sets all the values correct ( NextPathNode etc ), but then it says also that it doesnt has a path ( hasPath = false ).
If I then bring back the distance to 0 and restart the program, it works and not only that, if I change the stopping distance while it is moving, the stopping distance is also working again.
I added the test project. Just modify the stopping distance on the NavMeshAgent of the actor from 50 to 0 to see it walk, all the other values will not make it walk as far as I noticed.
Is there something I am completly missing or is this a bug in the NavMeshAgent?
978508–36214–$navbug.zip (216 KB)
I’ve had the exact same problem with my navmesh agents since the last update.
It can also be replicated with the cave level from the navmesh demo downloads. If you set any of the blue soldier agents to have a stopping distance they refuse to move to there destination.
I also have a stopping distance related issue.
With Stopping Distance set to Zero. When via script I set the NavMeshAgent.speed to Zero at some distance where the Agent has enough momentum to overshoot its target, the Agent will always stop at about 0.98 from the target as if hitting some invisible wall.
Now if I set the Stopping distance to >= 1.00 and again via script set NavMeshAgent.speed to Zero, the agent begin to slow down and assuming he had enough momentum will coast and slide pass the target. This does behave as I would expect. However, this magical wall that the Agent seems to hit when Stopping Distance is set to less than 1 or Zero seems like a definite bug.
In my opinion Stopping Distance should be changed to Breaking Distance allowing us to specify how far the Agent begins to slow down from the Destination. Acceleration should be changed to only affect “Acceleration” and Breaking Force added to control the rate at which an Agent slows down. I would also suggest adding an Auto Breaking (Bool). When True, this would apply the exact amount of breaking force to ensure the Agent stops exactly on Target given the Breaking Distance specified. When False, this would leave breaking to whatever the user sets which could either be too much or too little depending on what the Breaking distance was set to along with Breaking force and momentum of the Agent. This would result in the Agent either stopping short of target, going pass the target or perhaps stop just on target.
Obviously, I would want to be able to set and control these things via script 
Oh! While I am at it, I would love to have Agent be affect by physical materials (surfaces).
Good thing you posted this… I spent a few hours making my code a complete hack after this update, and none of the hacks worked, until I saw this thread. What a lame bug!