Actor not moving when spawned? Moves when placed in scene

Center actor is moving to blue cube and was previously placed before pressing play, clump of actors were spawned in top left and refuse to move.

image

I already have possess ai working when spawned, I’m using a nav mesh. Not sure why it wont work.

also something interesting, if I have turn on auto possess player 0, the pre placed actor will stop moving and the newly spawned actor does, then if I spawn another actor only the newest actor will continue to move.

Do you have any logic in BeginPlay on your Controller, that expects the Controller already to be assigned to the pawn? If so, move that code over to OnPossess.
If that is not solving, you might need to show a bit more of your setup.

so I believe the issues is I’m referencing the rock from persistent level to be the controller, how do I make the blueprint rock be a controller?

Edit: this doesn’t work…

Create a new blueprint base it on AIController like this

Remember to assign this AIController class to your actors, placed and in the Contentbrowser if necessary.

ai_controller

Inside this new blueprint you can then add your AI Logic. While you won’t have access to your persistent level actors from here, you can use FindActorsByClass for example, if you really want to. Eventually you might want to look into BehaviourTrees.

so I’ve separated it into rock mech and rock ai, rock ai is set to my ai controller under the class settings, its still set to possess ai on placed or spawned, and still only moves when placed in the level and not when spawned, I’ve disabled the lvl blueprint code to move it… do I have to spawn the rock ai somehow as well? maybe the newly actor spawned doesn’t have ai?


I appreciate you help btw.

Update: realized I can only have 1 actor move at a time, implying it can only control/assign control 1 at a time, any idea how to fix this? i might be mis understanding how controllers work.

gonna make this a new post.

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Not sure what you mean. Every Pawn gets possesed by an instance of a controller, AIController are obviously for AI, and Player Controller are for one or more players (Split screen for example, if they are on the same machine). Concept wise that is the general idea of them. If you have multiple AI actors and each have their AI Controller you can ofc, with the same logic, let them move and act independantly, thats where BehaviourTrees help, instead of creating complex move logic in your AIController Blueprint (Which is fine, but can get unwieldy)