AI pausing at every point

I’ve been looking for 3 days for a solution including here and have found nothing on my specific problem. I can get my AI to move from point A, to B, to C, and so on. My problem is the slight pause after reaching each point in their given path. I don’t need them to see, attack, or react. I just need them to flawlessly move along a path without it being obvious that there is a path.

The first image is my path node. The second is my controller. Third, tree.

I know I’m missing something and I just can’t figure it out. It’s driving me nuts. I feel like a kid that can barely reach the candy. Any idea of how to achieve my goal?

Thank you,

Hello,

Select your Move To node in your Behavior Tree. Do you have Stop on Overlap checked? If so, uncheck this and see if it makes the movement a bit smoother.

No, I’m not sure what that is. I thought the same thing. I used this tutorial if you wanted to try and simulate exactly what I did. He did a great job teaching me how to get an AI character to navigate further than just 1 point. Baby steps. Just can’t eliminate the pause.

Tutorial

I’d like to look at the settings that you have on your MoveTo node in your Behavior Tree. Could you go into your Behavior Tree, select the MoveTo node, and send me a screenshot of the Details panel that appears on the right side when you select the MoveTo node?

I’ve tried with and without the 2 boxes checked.

Try changing the Acceptable Radius to something like 50.

All that seems to do is make it so he doesn’t have to get as close. Pause is still there.

Unless it’s something in the actual BP. There’s no wait timer initiated at any point. He just hits the point and continues.

The game I’m using as a ref. is Plasma Sky and games of that type. Initial thought was “This should be a good first project.” I could very well be going about it all wrong.

I’ve attempted to reproduce the issue following the tutorial, but I wasn’t able to experience the same pausing results as you. Could you provide your project so that I can take a closer look at your setup? You can upload it to Dropbox and either provide a link here, or send me a PM on the forums. https://forums.unrealengine.com/member.php?160394-Sean-Flint

Watch it work for you -_-

I hope I set it up correctly. Never heard of drop box until now.

Did it work? Is it doing the same thing for you?

I am seeing some minimal pausing on the 3rd point, as well as when the character is attempting to make turns. Is this the same issue that you are experiencing as well?
Also, what exactly are you trying to set up, as this may not be the optimal way of getting the results that you are looking for?

Those are the same points. And I’m trying to make a game where the enemy spawns and moves along a path, and some includes loops. Mush like the enemies you see in those vibrant top down shooter games.

Could you provide a video or something similar of a game that has the behavior you are looking to set up so I can reference it in order to understand exactly what you mean? Thank you.

the way these enemies move around.

So since you don’t need other functions of AI, I wouldn’t necessarily recommend using AI to set this up. What you should look into is having your actor follow a spline. Here is a tutorial that I found regarding how to set something like this up Tutorial: Blueprint Spline locked sidescroller (e.g. Klonoa / Pandemonium style game) - Programming & Scripting - Unreal Engine Forums

If you notice, in the video, the movement is smooth, which seems to be what you’re looking for. Using this method, you should be able to get your desired results.

Oh okay, thank you. I’ll start looking into those.