Hey! So you may have seen my previous post about what issues the AI has. Turns out I was WRONG in a way. (By that, I mean the stuttering isn't caused by a messy behavior tree.)
Supposedly, the REAL root cause is that the Composite Task Systems being used has the AI stop in their tracks every time a Movement Request happens.
Also, whenever the player keeps moving, plenty of the Movement Requests just... stop.
One last issue that could be resolved is that the Nav Mesh Cell Size is way too big, so whenever they're built, they're too big to spawn under stuff like archways. So, they'd have to be placed manually. And whenever the AI enters a navlink, they stop.
This info was given to me by @tiny blaze who likely also knows any other potential issues I didn't really list here.
The bit about movement requests stopping was given to me by @hidden pelican
The last bit about Nav Mesh Cell Sizes was given to me by Bonnie, who sadly isn't here anymore.
In conclusion, if this issue gets sorted, the AI should no longer stop in place, and should work (mostly) flawlessly.
[Sidenote: Cleaning the Behavior Tree is optional, but would be very beneficial for any plans to further modify or add on to it. Thanks for listening.]
