I’ve verified this with a new 3rd person project in both 4.11 and 4.12
Start a 3rd person project, no extras but with the starting pawn and staircase
Make a duplicate of the ThirdPersonCharacter BP (default name ThirdPersonCharacter2)
Drag the BP to the scene so you have a second pawn
Edit the ThirdPersonCharacter2 BP, add PawnSensing, default is fine, or you can give it 180 degree vision
In the event graph of ThirdPersonCharacter2, add an Event:OnSee and have it MoveToLocationOrActor to the pawn it sees – turn off “Use Pathfinding” so no NavMesh needs to be made
Run in the editor and compare 4.11 to 4.12
4.11 runs as expected – the following pawn just runs after you, and can keep up
4.12 does a momentary stop every .5 seconds (or whatever the Sensing Interval is set to), which has it noticably stop, and makes it lose ground over time
Same behavior in the compiled versions under MAC OS X
There are some code bugs there, but you’re setup adding to the whole situation as well. {{OnSeePawn}} is called every frame if the pawn is in sight, meaning you retrigger move code every frame, which is very inefficient and spammy. Move to actor will automatically update path if goal actor moves, so there’s no point in spamming the request.
I’ve tested the repro fro UE-35852, and it appears to be fixed on my end. Could you provide some screenshots of your setup so I can see if you’re doing something different that could be causing the issue?
Mine stopped working in 4.13 and they said it’s a bug that will get fixed in 4.13.1 and now I see “AI Move To FIXED” posts but mine hasn’t worked after 4.13 came out.
Here’s a picture of the node that hits FAIL every tick and keep in mind that this all worked fine before.
This definetly fixed it for me… while using other Move To Nodes, you can have it run on event tick without a problem but when using Move to Location or Actor you only need to run it once since the AI will automatically update the actor’s location without the need for an event tick(the event tick will make it run over and over again causing the stutter)…