For unknown reasons in some cases default FindPath method will lead to server crash
Description
Description
Details
Details
- Severity
- None
- Resolution
- Open
- Reproducibility
- Always
- Operating System
- Windows 11 x64
- Category
- General
Steps To Reproduce
override void InvokeOnConnect(PlayerBase player, PlayerIdentity identity) { super.InvokeOnConnect(player, identity); int includeFlags = PGPolyFlags.UNREACHABLE | PGPolyFlags.DISABLED | PGPolyFlags.WALK | PGPolyFlags.INSIDE; int excludeFlags = PGPolyFlags.CRAWL | PGPolyFlags.CROUCH | PGPolyFlags.SWIM_SEA | PGPolyFlags.SWIM | PGPolyFlags.LADDER | PGPolyFlags.DOOR | PGPolyFlags.SPECIAL; int exclusiveFlags = PGPolyFlags.NONE; PGFilter m_DefaultPGFilter = new PGFilter(); m_DefaultPGFilter.SetFlags(includeFlags, excludeFlags, exclusiveFlags); GetGame().GetWorld().GetAIWorld().FindPath("11665.274414 3.021485 3212.556885", "11652.258789 3.017290 3204.860352", m_DefaultPGFilter, null); }
It will work fine if I change the destination point to vector.Zero or "1 1 1"
Also, I use InvokeOnConnect method just as an example, it has the same behavior in other circumstances too
Event Timeline
Comment Actions
Hello vaymbabii.
The last parameter "out TVectorArray waypoints" of FindPath must be an allocated array, it cannot be null
Regards,
Geez
Comment Actions
Hi @Geez I almost sure I've tried with an allocated array, but yeah, it works now. That's cleary my bad. Thanks for helping! Issue is resolved