DoN's 3D-Pathfinding / Flying-AI system (with full source!)

Okay, I’ve been trying to set up what you suggested and I’m not quite there yet. Here’s my tree again:

ue4_bat_bt_abort_flyto.png

All I’ve added is that decorator on the Fly To node. If the AbortFlyTo bool is set – or rather not set, the name’s a little confusing, I’ll change it – the node should be aborted.

In my service up top I have this:

In theory, if the player’s location exceeds the location stored by the pawn’s distance check, the AbortFlyTo bool should be appropriately updated. Unfortunately, I’m not having any luck. The threshold is currently something like 300, but I’ve tried other numbers. Either the bool is never changed and the pawn flies like he’s always been flying, or the bool never switches back – and so the pawn never flies at all.

Am I on the right track here or did I misinterpret your suggestion?