...and I'd like to avoid this, as I have automated logic put in place to change the default NavMesh on the fly (when the player is detected inside another NavMesh), but it's not quick enough to change it before the character tries to walk to the last target it had, and that means an undesired movement after being teleported.
I've tried to put a 'Move along path: Stop movement' action before and after the teleport action, but it doesn't make a difference. It still tries to resume its path and reach the border of the new NavMesh when it's automatically changed a little later by my custom logic.
Of course this could be avoided by adding a 'Change scene setting: change NavMesh' after the teleport action... but that's precisely what I'm trying to avoid with my code.
So, is there some "hidden" method to fully reset player movement and its path? Or even better could be if you could integrate it into a checkbox in the teleport action, heh heh... :P
Thank you.
Comments
Calling the "Stop Movement" method in Character: Move along path should stop them regardless. Which character is moving, and how are they moving? Please provide details in the form of screenshots that show the issue along with the solution you've tried.