- NavMesh is properly set up: NavMesh is fully visible and covers all the required areas where the AI should move.
- AI Controller is functioning correctly: The AI Controller is properly assigned and working, sending values correctly to the Behavior Tree.
- All necessary values and variables are correct: According to previous checks, all values (such as targets and locations) are correctly set up and passed to the AI.
- Behavior Tree executes correctly: The Behavior Tree is being called and executes tasks as expected, and after the
AI MoveTo
node is executed, the result is printed as Success, but the AI still does not move.
You’re trying to move the AI to the player’s forward vector, which is a unit vector. It doesn’t represent any location. Try setting the player’s location as the destination.
Hi,
how far is the Ai from player?
the acceptance of 1000 is a very long distance.if the AI get spawned near the player. it will return succeed before it can move.
I’ve tried setting it up according to the suggestions, but the issue still persists.
I’ve tried reducing the distance, but it still didn’t fix the issue. However, I understand your point better now.
Let me provide some further updates. I tried changing Runtime Generation to Dynamic, and it worked. However, someone advised me that it shouldn’t be used because it could affect performance. I also set all the components in the unit to ‘Can Ever Affect Navigation’ to False as suggested, but it still didn’t fix the issue.