I did not do more research in Unreal, but definitely for UT some people have a very false way of thinking and doing borked spots based on WRONG assumptions. When it's about an Inventory having a pass through, some people are saying that if inventory is removed or collected Bot won't follow that route.
EH - that's depending on game-type and what Bot wants because an InventorySpot can SUBSTITUTE a PathNode with no single issue - even is better for Bot's collision than default PathNode. Yeah men and women, and MonsterHunt will destroy this myth showing that geniuses from EPIC themselves did not have more clue about Bot Pathing, adding PathNodes like PathNode 112 and PathNode25 in CTF-Command which are NOT NEEDED at all, and not only here, assuming that InventorySpot will cause an EndPoint like a wall making pawn to stop there.
In DM, if Bot doesn't go there it's because of his native habbit in collecting items. If item is not there, there is no reason to roam area - what for ? This policy is applied in those rooms with paths but NO Inventory, routes are good but our Bot has no reason to go there.
In MonsterHunt if you have let's say the first tunnel done by using HealthVials, if first Bot has collected them, this doesn't means that next Bots won't start hunting because Vials are missing or when a mod is removing items. Cheap stories and fake news that can be checked - IF you can do paths and setup a MonsterWaypoint starting with POSITION 1 not Position 0 or when MonsterEnd has a valid route for being touched correctly.
I'll setup CTF-Command and then we can take a look at reachSpecs in order to prove with evidences that what I'm saying is the truth and not Bot type dreams.
Image Please... And let's see reachSpecs using some colors:
- Specs: InventorySpot98 - UpstreamPaths=263 Start=PathNode26 End=InventorySpot98 RFlags=1 Dist=791
Connected: PathNode26 to InventorySpot98.
Specs: InventorySpot98 - Paths=1656 Start=InventorySpot98 End=PathNode26 RFlags=1 Dist=791
Connected: InventorySpot98 to PathNode26.
NoReachFrom: InventorySpot98 to point 0 which means DefensePoint2
Specs: InventorySpot98 - UpstreamPaths=1679 Start=InventorySpot100 End=InventorySpot98 RFlags=1 Dist=210
Connected: InventorySpot100 to InventorySpot98.
Specs: InventorySpot98 - Paths=1662 Start=InventorySpot98 End=InventorySpot100 RFlags=1 Dist=210
Connected: InventorySpot98 to InventorySpot100.
NoReachFrom: InventorySpot98 to point 1 which means PathNode113
Specs: InventorySpot98 - UpstreamPaths=1669 Start=InventorySpot99 End=InventorySpot98 RFlags=1 Dist=209
Connected: InventorySpot99 to InventorySpot98.
Specs: InventorySpot98 - Paths=1661 Start=InventorySpot98 End=InventorySpot99 RFlags=1 Dist=209
Connected: InventorySpot98 to InventorySpot99.
NoReachFrom: InventorySpot98 to point 2 which means LiftExit1
Specs: InventorySpot98 - UpstreamPaths=258 Start=PathNode24 End=InventorySpot98 RFlags=1 Dist=186
Connected: PathNode24 to InventorySpot98.
Specs: InventorySpot98 - Paths=1655 Start=InventorySpot98 End=PathNode24 RFlags=1 Dist=186
Connected: InventorySpot98 to PathNode24.
NoReachFrom: InventorySpot98 to point 3 which means PlayerStart14
NoReachFrom: InventorySpot98 to point 4 which means PlayerStart13
NoReachFrom: InventorySpot98 to point 5 which means PathNode48
NoReachFrom: InventorySpot98 to point 6 which means PathNode20
Specs: ReachSpecs Flags summary:
Flg: R_WALK = 1
Flg: R_FLY = 2
Flg: R_SWIM = 4
Flg: R_JUMP = 8
Flg: R_DOOR = 16
Flg: R_SPECIAL = 32
Flg: R_PLAYERONLY = 64
Our supposed EndPoint InventorySpot98 has connection with those two nodes causing a linked route which is passing through there doesn't matter if Evil Devil has eat UT_Eightball or not - here FLAG is game goal NOT items. Items are a secondary goal for freelancing case.