AI Move to Failed When Target Actor's Collision block Pawn/Phsics Body/Vehicle

I created an AI Controller like this.


The AI controller will find the BP_Mine in the level. If I set the SeticMesh in BP_Mine to Block any one of Pawn/Phsics Body/Vehicle options, The Node AI move to in my AI controller will always failed. But if I set them to Overlap or Ignore, The Node AI move to works fine.

Does someone know why? I need to let the BP_Mine to Block the Pawn, is there any solution?

Hey @JD_1o1o!

So just a little more of what’s going on under the hood- the MoveTo wants to put the actor’s origin, it’s 0,0,0, directly on top of the given spot or actor. That’s what the acceptance radius is for! If it gets within that distance from the goal, it will pass the MoveTo.

Also, try using MoveToLocation instead of AI MoveTo. I know, it goes against logic, but I have seen so many problems over the years with what should effectively be the same node.

Let us know how it goes!

Thanks for answering. I Increased the acceptance radius to make sure the radius is lager than my Target’s Stetic Mesh. But it still apeared the same problem. And I swtich to the Move to Node, it’s the same, If I set the Target’s collision to block Pawn/Vehicle/PhysicsBody the Move to Node will also failed.

I came up with a solution, which is creating a new object Type, and set my AI pawn to that new Objet. Than set the Target’s Stetic Mesh to Block the new object Type. Things work fine. I tought maybe it’s the problem about the Pawn? Actually don’t know why

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