Hi, I’m currently working on a Topdown game. I upgraded my project to 4.13 yesterday and found my character moved very weird.
This is my Character in version 4.12.5. It moves quite smoothly without any glitch
After upgraded to 4.13
As you can seen, It seem stopped moving when I clicked continuously. It is likely you use AIMoveTo task then call StopMovement node then AIMoveTo again. I think MoveToLocation in 4.13 changes Max Walk Speed value of CharacterMovement component but don’t know how to fix that. Does anyone has the same problem?
I have exactly same issue after upgrading to 4.13. Right now I couldn’t solve it, so I stayed with 4.12 for a moment. I hope it’s a bug, not a thing that got changed intentionally.
Move To Location or Actor doesn’t solve my problem in this case. Because it is a latent node which means when you set a location, you have to wait for your character reaches the destination before you change the location. While I need my character move to new location immediately when clicks, as you can see in the first gif. If I use StopMovement to stop characters’ movement then change the location or target, my character will move exactly in the second gif.
Same problem here. From the C++ source code, Unity 4.13 changed the functions MoveToActor and MoveToLocation by adding a call to UPathFollowingComponent::AbortMove in case the component is already moving. Unfortunately, the change IMHO introduced a bug, since the call to AbortMove also resets the speed, a thing that didn’t occur before. Since we are using a custom compiled version of the engine, we were able to fix the bug by telling AbortMove to keep the current speed. If you are not able to re-compile the engine, I guess you should wait for an hotfix.