Yes. It is uu units. Basically checker ensure navigation points not going into ground. It depends from used collision height. Usually bots fine with such points, but sometimes it can cause problems.Red_Fist wrote: ↑Tue Aug 08, 2023 8:34 pm When it says pathbides are too high or too low with that number.
What does the number mean
1 UU unit ?
It finds a lot of those but the numbers seem so low, like 12, or 1, ur 40, how large does the number have to be to be worth messing around with all those nodes. ?
So better fix it. Also it can point to some things, which not visible. Like BSP errors.
In general solve this is completely optional. Also it can be autofix, althrough only with other stuff. No separate mode for fix.
Auto merged new post submitted 12 minutes later
Engine keep count actors which use this actor as Base. This count keep in counter StandingCount, which is const and managed by engine. Same as Base.
You can't set Base directly, you need call SetBase. When it called it decrement StandingCount for old base if any, and increment on new.
That how it supposed work.
But in editor you can set Base directly, same as StandingCount, and save level. Since game not do any init of this values, bug: https://github.com/OldUnreal/UnrealTour ... ssues/1341
It goes be messed. StandingCount not more correspond count actor use it for Base.
StandingCount use data type byte. so it easy can be overflowed. So from 255 it goes to 0, after add 1.
StandingCount used as flag or cache in some parts of engine code. Most notable part - Movers. If StandingCount == 0, then engine think there no attached actors, and for save resources not search attached actors, and not move it.
You can see such example on Bania map. When you stay on lift you can fall from it if it goes down, or it jerk and push into floor when goes up. it is exactly by this bug.
StandingCount on mover is 255. And it never reset. It only increment or decrement. So when you stay on lift, it increments, and because of overflow, goes to 0.
0 is special value, so your position not updated when mover move, and you start fall or push into mover, where collision code push you back, which produce jerking up and down.
Normally, map must have all values in sync. Usually this mean all Base is None, all StandingCount is zero.
You can use some kind of trick, make Base set to something in UnrealEd, but need update StandingCount too. Possible exists other things, not sure.
On github I make dirty check for maps, which contain sub-string "StandingCount". This usually mean non-zero value and high-likely such bug. You can see list of such map on link above.
For simplest solution - select all actors on map, set Base for them to none, and StandingCount to zero. You can find both in Hidden section for Actor.
Auto merged new post submitted 13 minutes later
Another possible issue, despite I found with standing on lift - is destroy paths. LiftCenter must move together with Mover. But if mover in desync for StandingCount, it can turn to zero in some cases, so position of actor not update, when must.
For Pawn actors, which able move self, it bad, but not fatal. but even here, if lift horizontal, not vertical, you simple can't use it, since collision code not help you. You not push into mover. Mover simple move below you.
But, you can move self, and limited by level geometry.
Special actors, like LiftCenter not move self, and not collide with geometry, They intended move back and forth on mover movement, but since StandingCount broken, there can be turn to zero, when such actors still attached.
Usually this mean move only in one way. Lift goes up, LiftCenter not updated location. Lift goes down - LiftCenter update own position.
This happen because lift more often use for ride back. Down it travel empty.
If StandingCount is 255, then when player on it it goes to be 0, and travel up, not move LiftCenter.
Pawn exit fro lift, lift after timeout goes down, StandingCount id 255, because when Pawn exit, value decrements and goes overflow.
LiftCenter travel down. On each such loop it travel down and down. And exit from world geometry. But it still in network grid, so this confuse bots and ruin paths logic. Bots or stuck or want walk into walls, or so something else.
There can be more other example, I think. All related to not update position of based actors.