AI MoveTo Actor

Hi :slight_smile: Im new in Unreal Engine.
I have problem. I was searching through internet to resolve it but nothing i found was helpful ;/
I want use AI to move my actor to other’s actor location / follow him.
In photo you can see my black board and behavior tree(its calling Move To then returning and skipping **Wait **node).

My controler class:




#include "AIControllerWolf.h"
#include "BehaviorTree/BlackboardComponent.h"
#include "BehaviorTree/BehaviorTreeComponent.h"
#include "BehaviorTree/BehaviorTree.h"
#include "Runtime/Engine/Classes/Kismet/GameplayStatics.h"
#include "Wolf.h"
#include "Pig.h"
#include "AnimalTargetPoint.h"

AAIControllerWolf::AAIControllerWolf()
{
    //Initialize the behavior tree and blackboard components
    BehaviorComp = CreateDefaultSubobject<UBehaviorTreeComponent>(TEXT("BehaviorComp"));
    BlackboardComp = CreateDefaultSubobject<UBlackboardComponent>(TEXT("BlackboardComp"));
}

void AAIControllerWolf::OnPossess(APawn* Pawn)
{
    //Super::Possess(Pawn);

    //Get the possessed Pawn. If it's the AI Character we created
    //initialize it's blackboard and start it's corresponding behavior tree
    AWolf* Wolf = Cast<AWolf>(Pawn);
    if (Wolf)
    {
        if (Wolf->BehaviorTree->BlackboardAsset)
        {
            BlackboardComp->InitializeBlackboard(*(Wolf->BehaviorTree->BlackboardAsset));
            BehaviorComp->StartTree(*Wolf->BehaviorTree);
            TArray<AActor*> FoundActors;
            UGameplayStatics::GetAllActorsOfClass(GetWorld(), APawn::StaticClass() , FoundActors);
            BlackboardComp->SetValueAsObject(BlackboardKey, FoundActors[0]);
        }
    }
}

void AAIControllerWolf::SetSeenTarget(APawn* Pawn)
{
    //Registers the Pawn that the AI has seen in the blackboard
    if (BlackboardComp)
    {
        BlackboardComp->SetValueAsObject(BlackboardKey, Pawn);
    }
}



What am i missing ?

Dawid

PS: Sorry for my english :slight_smile: