Hey @Doeglas. I think your problem is related to the acceptace radius in the MoveToLocation node. You have it set up to -1, I’m not sure if that is even valid, try giving it a higher value, like 100 or 250, at least for testing and then you can tune it to a better value (remember unreal is in cetimeters, so 100 is 1 meter). Make sure your spline is in a reachable location.
If that doesn’t work, do you know if you are actually executing this code? if you place a breakpoint does the editor stop in that place? Make sure the AI Pawn is using the correct AIController.
Changing the radius did not work. I’ve been printstring testing the whole thing. It’s executed till the end. And the AI Pawn is using the correct AIController.
I got it to work by using a SetActorLocationandRotation node and using the PinquinBP as target. Only problem I’m having now is that the Pinquin isn’t doing it’s walk animation while the walk max speed is the same as the blendspeed.