BehaviorTree's MoveTo-Task fails when Target-Actor stops moving.

Hey, I am testing soime BT functionallities right now on one of my NPCs in my project.

Somehow the MoveTo-Task randomly fails, well, not exactly randomly… but everytime the Target-Actor (in my case the Player’s BP-Actor) stops moving.

The Setup:
I have a simple BT for my NPC. The MoveTo-Target is the Player’s Actor-BP, accessed via a BlackBoard variable. I only use the MoveTo-Task in the NPC’s BT.

Now, when I press play, at first everything works fine. But when I move the Player-Actor and then stop the movement, suddendly the NPC’s BT fails to move, but only when I stop to move and strangely enough not always!, just sometimes!

I already checked the variable if it is valid or not and it IS valid the whole time.

Has anyone any clue why this is happening?

Edit:

Here are some screenshots of the BT:

Simple blackboard decorator to check if the target is set:

The MoveTo task’s settings:

Hey @MythoByteWorks!

You probably have an abort set up, which would cause it to fail and re-evaluate if the target changes location. Can you show your behavior tree?

Hey, i just updated my post with some screenshots. Thank you for the response.

It doesn’t seem to be an abort problem through the Blacbkboard codition check at the top of the BT. As you can see in the screenshots, there isn’t much in the BT.

Hmm. Yeah, that is very simple.

I’m thinking something- Try instead of setting the ACTOR as the target, get the vector of the actor target and try to go to the vector.

I’m thinking maybe there’s an issue with pathing- maybe the root is going under the floor or something? But getting the vector and using that should use the center.

I’ve tried what you said and used the Target’s location instead of the actor reference, but still the same issue. As soon as I stop to move the NPC’s moveto task starts to fail “randomly” (not everytime but most of the time).

After testing your idea, I checked all changes I’ve made trough the settings in the character’s BPs and in the project settings.

I reverted the values of “Dynamic Obstacle = true” and “Can Affect Navigation = fase” in the character’s BPs. No changes.

Then I’ve changed the “Runtime Generation” from “Dynamic” back to “Static” (default)… and there it was!:

It was too long ago I’ve made this change. But why is this the cuplrit? And what is the result now that I have to use “static” in order to use MoveTo withour problems? That is strange…

Thank you so far.

Edit:

Now even functions like “FindPathToActorSynchronously” work seemlesly! God, that was so worrying.