Behavior Tree "Move To" task fails?

I’m using the 3D Side Scroller template and trying to get an AI controlled character to just walk towards actors positioned on opposite sides of the stage.

Here’s my AIController


My AIController is taking control of the Enemy character just fine, and the NavMesh is placed and generating normally,

Now here is my Behavior Tree. It keeps looping on the first Move To task. The Visual Logger says that it keeps returning failure as a result, thus restarting the whole thing. The character never actually moves. Also the Blackboard keys are being filled by the correct actors and the actors are placed within the limits of the NavMesh. Increasing or decreasing the Acceptable Radius of the Move To task doesn’t change anything.


The actors I’m trying to move towards don’t execute any code, they’re just there as some sort of waypoint. They’re also only composed of a DefaultSceneRoot1 component.

While I’m sure theres something I’m doing wrong or missing here, I don’t know what exactly.

I am having the same issue

What does the visual log say about the failure? Can you just send me the saved vlog file? If you don’t want to post it just sent it to me to .zielinski@epicgames.com

Cheers,

So the bug here is that you’re setting blackboard entries to classess not to specific class instances. AI is trying to go to MoveRight_Blueprint_C and as such it doesn’t have any location. You need to set this value at runtime with data from the actual level. Call Get All Actors of Class with your MoveRight_Blueprint_C as a parameter and then set AI’s blackboard entry to whatever you get as a result.

Let me know if it’s unclear.

I couldn’t attach it to this post as it seems that AnswerHub doesn’t accept files of its type, and .zip/.7z doesn’t seem to work, so I’m using an external file hosting website. Thanks a lot for the help!

It works now! Good lord its so simple, I’m so stupid! Thanks a lot , you’re the man.

I’ll just post the resulting AIController in case someone else is running into the same issue as I was.