5.6. Is "Move To" in a State Tree Broken

Hi All

Just toying around with building a simple state tree. I just want to get my character to move using the basic inbuilt “Move to” functionality.

I’ve got it all setup correctly as an AI and hooked up to a state tree.

I have one task that fires and gets a random location, which is then fed into the build in Move To, however my AI does not move. Instead it constantly tries to get new potential location with no movement at all.

It is constantly triggering ‘State Failed’. At first i thought it was just my scene, but i built another from scratch and have the same problem.

I’m hoping i’m just an idiot and missed a step, rather than it being broken, but thought I’d check first.

Thanks

Check NavMesh

Check that your AI is set to Auto Possess AI “Placed in World or Spawned“

Check that the random point is reachable

Also, you can debug AI using Show>Developer>AI Debug

Nothing unusual appearing in any of these.

Nav Mesh exists and is in the whole radius

Ai possesses correctly

The location is reachable

Nothing strange in the debug.

Its just a constant return of state failed

Is this box your AI? Does it have collision and check if it’s affect navigation set to false

It is a temporary one I am using as it wasn’t working on my main AI either.

Collision is on, Affect nav is off

You are right, it is broken. And personally, I think it’s been broken for a long time. I had a similar problem with the built-in Move To in Behavior Tree. Use custom Task with Move To Location or Actor.

Turns out I’m broken.

I added a static mesh of a cube to my character to see what it was doing. For whatever reason this prevents it moving.

Removing the mesh solved the problem