Hey all, I have a Flying Ai enemy-type Character BP that navigates to the PlayerStart position -OR- the Play From Here position and doesnt update location from there to chase my player. Player is a Pawn BP and am pretty sure its set up correctly… only looked at the blueprints 1000 times by now. Where is the disconnect? I’m so puzzled by this.
Hey @Matte_P!
I understand you’ve looked over them a thousand times… Sometimes it just takes another eye! Would you mind posting those blueprints for us to take a look?
Hello, the exact same thing happens to me both with the npc AI partner and the enemy npc without AI and even with mounts such as horses / dragons etc. they do not update the position and the game crashes
Matte_P Hi, I found the problem since I have the same problem as you, what happens is that in unreal they are so proud that they always say the same thing “check again…” because the problem is that in openworld the position updater does not work , I checked it by creating a new project with openworld and the same thing happened to me and it created a normal map and that did not happen to me even though it is of the same dimensions and it worked for me so I suppose you have that problem because you have it on an openworld map that It’s because there are systems or plugins that aren’t activated within openworld. Try that, mate, it should work for you, although now I have to redo all my map… confirm me if that’s all right for you, please.
How do I toggle between “openworld” and a “normal” map? I dont see this indicated anywhere in my project settings or world settings…?
I mean, if you create a basic map and create a mount, once you get on it you can travel all over the map with no problem, but if you do the same on an openworld type map, that’s not the case, that is, you advance one The characters disappear shortly " I leave in detail that the openworld map that I use is a basic one converted to openworld so that all the open world actors work and the unreal does not crash
My blueprints are from this tut exactly, except for the plane constraints part: Flying AI in 10 minutes - UE4 Tutorial - YouTube.
fix distance issue with AIs now if they upgrade. when you put a character on the map you select it and in details you must uncheck the spatially loaded box and that’s it
Doesn’t seem to have any effect on my issue. Maybe that fixes ground/walking ai. Mine is in the air/in space. All flying. Will certainly pocket that info for the future tho, thanks for sharing.
Ignore the delay plug, that was me trying to rule out if maybe there was an glitch
Hey again @Matte_P!
Okay, cool! We’re using a Behavior Tree. So this looks okay, I think, but it will depend on the behavior tree. If you could, a snip of that would be great!
Also if you’d like to try to troubleshoot it yourself… with behavior trees you can watch them work while the game is running! Just open up the BT while the game is running, and you can select an actor (typically hidden by the “>>” at the top rightist) and watch it’s “Brain” work, and see where the issue might be!
So it looks like you’re missing this part in the BTTask, but I REALLY don’t think it matters for what you’re doing.
Let me ask this: When you’re running the game, does the tree get stuck on that task and never finishes it? And it’s going to player start and just stopping, never moving again, correct?
The Ai travels to PlayerStart and bounces around that small area like the DVD logo on a television (lol). I went ahead and applied that last set of nodes, so now the Ai just parks there instead of hovering around that area. I didn’t bother with that last step since the Ai was chasing successfully at around 8:20 in the video.
I think I just confirmed that Ai is just interested in traveling to 0,0,0. It doesnt want to go to my Play From Here or PlayerStart anymore (I moved that, again)
So I sorted out this issue with some help and it was two things preventing the Flying Ai to follow my ship:
One: the enemy Ai blueprint had a child actor component of the BP with my enemy static meshes that was causing most of the problems so I just changed my original static mesh BP Actor to Pawn.
Two: My player pawn’s root was the default root scene component, all I did was replace that with the parent static mesh and then everything worked fine.
Never ‘nest’ another BP inside of another BP aka Child Actor Component and always replace DefaultSceneRoot with a static mesh or collision, whichever should work fine.
Hope this helps anyone else in the future, cheers from the past