As you can see, I have an actor that will rotate/focus but not move unless I shoot it. The behavior tree simply gets stuck. My projectile DOES add a slight impulse, but besides that I have no clue whats going on here.
This is pretty much a copy/paste of another actor’s Behavior tree, using the same tasks and setting the blackboard keys the same way. I have verified that all of these things are getting passed correctly (I have print stringed the blackboard key values) Indeed everything works correctly once I shoot the actor, even follow player commands.
Can you move the actor 100 units up (+Z) and say if it works.
I see the behavior tree working as intended but maybe your pawn is stuck in the geometry. (can you try the same on a flat surface if starting higher does not work)
This actor is being spawned by my main character, and Auto Possess AI is set to spawned (that comes up when I researched the issue a lot) and I have a slight delay on the AI controller before running the behavior tree.
Yes - Ive tested the things that occur on their own (on a projectile impact, it updates the stats of the actor, notifies overlays, reports a damage event to the controller (all with interfaces), but currently does nothing to the actor’s state (it doesnt switch trees or affect the AI/blackboard keys when it gets shot).
Tomorrow when I have recovered some patience I think Im going to try to just set up another actor with the tree and see if its a bug - its difficult to see why this behavior is occurring on what is essentially a copy paste of other actors that are already working.
Today, I simply duplicated the actor. it immediately started responding to movement requests.
However, its not working consistently - it tends to do as I ask once or twice, then gets frozen again until I shoot it. It is 100% the impulse that is causing it to wake up (the only thing in the projectile logic that causes the actor to awaken), but I cannot figure out why or what this means.
I cant tell you exactly but from the debug data I can see that the behavior tree is running correctly. I suspect the nav mesh movement and the collision don’t play nice with each other or the agent radius does not allow it to go through the generated nav mesh.
Can you disable all collision temporarily and say if it stats responding.