Add Movement Input node not working

Here’s a script that has worked in previous versions of UE5. Suddenly broken in 5.2.

I created an enemy BP (character class). This is the setup I was using to move this enemy. A nav mesh is placed. EVERYTHING is the exact same in my level (and in this BP) from when it worked PRIOR to 5.2. Suddenly, in 5.2, this enemy will no longer move when I’m in range. I’ve used breakpoints to assess. The node gets CALLED. The values are as expected. My enemy here just will NOT move.

Any leads? I’m out of ideas!

Hey @VagrantProfile!

So I’ve run into this before- and the solution may seem silly, but I don’t think it’s been fixed and it’s been around a while. Try moving your navmesh in the level. You can move it and move it back, or just move it a smidge. That fixes this error 99% of the time, so go try that and get back to us before we go really in depth! :slight_smile:

Thanks for the response here!

I tried your suggestion out (moving the Nav Mesh a little) and still no success.

Including more screenshots here so I can best communicate exactly what I’m seeing and the various settings I have going on here.

Here’s my current level setup (with Enemy placed and Nav Mesh in place):

Here are the exposed variables for this Enemy that my script in the initial post is using:

Here are the Nav settings in the Class Defaults portion of the Enemy BP:

Here are the Nav settings in the Character Movement Component portion of the Enemy BP:

Hmm. The Nav Agent Radius being -1 seems weird to me.

Can I ask- is it supposed to move only once the player is within range? Because I notice you’re doing component begin overlap- try using “on ACTOR begin overlap”. Also- make sure to check the other actor’s class and check if it is “BP_SideScroller_Character”. Those casts there aren’t doing anything. Use “=class” and put in BP_Sidescroller_character to check against it, because as of right now it’s likely triggering on everything everywhere within that circle. :slight_smile:

Appreciate your 2nd response and ideas here Mind-Brain!

  1. I did indeed check to ensure that BP_SideScroller_Character is the one used in this level. So that should be good.

  2. Here’s what I’m seeing regarding the script flow itself. As far as my personal understanding goes, I think my “casts” here SEEM to be an entirely reasonable way of Opening and Closing the gate node in an attempt to determine if this enemy should move (or not) when my BP_SideScroller_Character is within the enemy’s “detect range” sphere collider. I attempted to capture a screenshot showing the flow of execution for when said character begins and ends overlapping that component:

BEGIN OVERLAP

END OVERLAP

My point with the casts is that they aren’t actually doing anything. :stuck_out_tongue: You’re attempting to use a cast as a check, a cast is for converting something similar to another thing.

You want a “=class” node for what you’re doing, not a cast. Try removing the casts and just bridging that gap- it’ll act the same. :slight_smile:

Now, I notice your goomba is floating. Do you think it might be that you have gravity disabled on it and it’s hovering in the air? Try selecting it in the world and pressing “End” on your keyboard to drop it down to the ground :slight_smile: