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.
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.
Also in case Someone is having same issue, just by disabling collision and uncheck “Fill Collision Underneath for Navmesh” on the static mesh componenent because the static mesh will interfere with the navmesh generation.
Actually that was what worked for me.