AI Character is being blocked from reaching my Player Character

Created a new “AIController Blueprint”, for flying character, everything was working as intended - When coming close to AI character, AI character will chase player character using “Move to Location” in “AIController Blueprint”.
For this,

  • Created a large ‘Box’ component in
    character blueprint (AI character),
    Box having collision as trigger.
  • When player character overlaps Box
    component, AI character moves to
    player location.

Logic worked well and AI character (character mesh) moved to player character’s location. Just for some more experiment, added event ‘OnComponentBeginOverlap’ for root capsule component and now AI character starts moving towards player character but stops way to far from player character. It actually stops even before colliding largest component of AI character blueprint (Box Component).

I have even encountered blueprint corruption, where I just duplicated character blueprint and then replaced skeletal mesh and animation blueprint. Saved complete project and reopened next day, edited blueprint was corrupted, on selecting component tab UE editor was crashing.

Note : using UE 4.6 preview and UE 4.6. Images attached for further reference.

Hi ,

I wasn’t able to reproduce this issue, but my suspicion is that your collision settings for components in your Dragon are interfering with each other. Can you post some images of expanded Collision Presets settings for CapsuleComponent, Mesh Components, and any active Box Components?

Additionally, it looks like your AIController BP is set to move regardless of overlap. Can you show me logic you’re using to move Dragon based on its Chase box overlap? Thanks!

Hey ,

Ketchum on my team was kind enough to let me see version of project you sent him for a different post, and I believe I found problem: your Character_BP has its CapsuleComponent collision set to BlockAll. This means that when it comes into contact with Trigger collision of your Chase box component, it stops it from moving further. If you change Character’s collision to Pawn (or any custom setting that does not block Object Type of your Trigger components), it begins working nicely.

Hope that helps!

How idiot I am :D, thanks a lot for helping out and special thanks to Ketchum :slight_smile: