Modding the different scenes, I have seen how the bots try to walk through walls. I also noticed the navmesh option to switch from positive navemesh position. I’m not sure about the positive navmesh, but seeing the bots get stuck show me there isn’t an AI setting to direct the bots left or right. As the bot runs to a poly mesh, to a wall, there is a mesh on the other side. The bot wants the other side of the wall and can sense the navmesh there. I suggest aiding the color coding and wall navmesh automatically to direct the bots to the left or right. I image the navmesh to be a padding not a margin to direct the bots when getting close to the last wall poly mesh, shaped like a triangle. Then there would be no worries to go back and push the soldier away the wall. Padding the edge of every navmesh with an effect entity. Like entity fire that starts large then shrinks to disappear within 10 seconds. The shrinking is a padding effect to set. Or as in the zombie mode to allow the next wave of zombies; a setting is adjusted to let AI select when the zombies are ready. Something to add or drop as an entity which with let modders adjust the count of poly from obstacle before colliding. The is something in the entity effects to aide this bot to wall objective.