What would cause the Seek task to return Failure?

appminis

Member
I am using Target Position instead of Target Gameobject (I use Get Position to get the vector3 of the target gameobject) on the A* Movement Seek task. The NPC starts walking towards the Target Position and then just gives up, returning a failure on the Seek task.

What would cause this behavior? I've never seen it before. I've only seen the Seek task run endlessly when he can't reach the destination, but I've never seen it go to failure and can't figure out what condition would cause that.
 
What does your behavior tree look like? Assuming you have a navmesh and navmeshagent component setup the only thing that would cause it to fail is being aborted by another task such as a conditional abort.
 
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