I’ve scoured the net and this answers page for a solution to my problem and nothing seems to work. I have an AI character set up to chase the player if they enter its line of sight. At the moment, it will continuously face them but cannot move to them. I have a navmesh set up properly, everything that has to do with the AI is set moveable, all of the character movement settings are correct, along with collision settings. I’ve attached screenshots of my AI scripts and of the level with the navmesh visible, [play log here]. I noticed a message in the log saying “LogBlueprintUserMessages:Warning: SetTimer passed a bad function (None) or object (FirstPersonCharacter_C_0)” if that helps.
I had a feeling that had something to do with it, but the tutorial I followed never used it. Not sure what node I’m supposed to link it to to make it follow the player though, cause the player controller nodes I tried either didn’t do anything or returned an error.
Does your cast succeed?
I actually got it to work, forgot to close this! Thanks for the response though!
How did you get it to work? I have a similar problem, everything is set up properly as far as I can tell, my AI even used to work up until an hour or two ago. Perhaps the same problem is happening
I actually don’t remember because of how much time has passed, but I might be able to diagnose the issue with a quick look at your blueprints!
Well it’s definitely not my blueprint, making a completely new enemy has it all back to working like normal, even with the same AI controller, Behavior Tree, blueprint, etc. The problem seems to be that the enemies are always in a falling state and they don’t have a “base” according to the AI Debug printout. I don’t know what that means, why that would happen, or how to fix it though, any ideas? Here’s a screenshot of the debug
I’ve never used behavior trees myself or used debugs like this personally, but if you’re using someone else’s blueprint it’s important to make sure that their setup is compatible with yours and remember that it may not always work with your build. Without the actual blueprints/settings and information about your pawn it’s hard to say for sure what the problem is