hi
ai move to node:
get another actor location and instruct ai move to node to move pawn to that location (more or less). ai move to node fails / aborts. does not even start to move
take same actor and instruct ai move to node to follow actor
ai move to succeeds
so difference is passing a vector location to ai move to vs passing an actor reference
there is a reason why i am using a vector instead of follow actor and i dont really want to use follow actor
but it is slightly ridiculous that almost the same identical instruction fails just because it is a vector vs an actor ref
what might be the cause of this
(again it will be helpful if ai move to has a more sophisticated error output)
thanks
Hey @barbrian0723
Quick question. Are you projecting the location to the navmesh?
i am using the ai move node, which is slightly different than the node you are showing it seems and it does not have that particular setting if i am not mistaken
yours seems to be a behaviour tree node, mine is a blueprint node
i managed to get the ai move to instruction to work by changing the destination / location vector slightly but i time and again run into problems with ai move to. it must be the node that gives me most problems
and it was strange that a follow actor would work, but move to same actor location fails
Are you sure you’re sending a navigable vector?
You could try “Random Reachable Point in Radius” on the player to see what the result is.
You can see where you’re sending the vector with Debug Draw Sphere.
also can use AI Debugging AI Debugging in Unreal Engine | Unreal Engine 5.5 Documentation | Epic Developer Community
yes i am using line trace to show location to debug
It’s normal to lose against the Unreal Framework when go offroad, if you don’t like behavior trees, which I can understand, You could try State Trees