I have an entirely blueprint project where pawns are physics driven meshes. The human controlled player pawn is working so I moved on to the AI. I followed the “Behavior Tree Quick Start Guide” tutorial in the documentation but then I arrived at the “AI Move To Actor” node which probably requires the movement component in a Character.
What would be the best way to implement that functionality for my physics objects? I have a rough idea how to add forces based on target navigation way point or target actor but I’m not sure where I should implement that logic so it works seamlessly with the behavior trees.