Enemy AI Will not move after pulled from enemy pool

Hello all! i have not really posted here before so forgive my lack of posting experience!

My problem is that i have a pool of enemies that spawns at world origin. when they are pulled to the random spawn location the ai will not move at all, however when the enemy is placed in the world the ai works fine. it is a simple AI that chases the player using a behavior tree and a blackboard with a chase variable.

The reason i want to use a pool for the enemies is i want to have a lot of them constantly dying and spawning and my performance hit was really bad on large amounts of enemies.

this is the ai debug of the working ai

this is the debug of the non functioning ai
image

the only difference here is how they have been spawned. i have auto possess ai set to world or spawned. collisions are working as i can hit the enemies.

Here is the bp for spawning at random location.

Here is the parent bp of the enemy spawned.

Here is the Spawn from pool in the AC

Here is the enemy blueprint start when in use

i am unsure what is causing this issue. any help would be appreciated!

Hey there @Tabbybeast1! welcome to the community! I noticed the AI is reporting that it’s movement is in “Falling” state. This likely means it isn’t attached to the navigation mesh for some reason. Is the transform the same as those on the ground?

Hello! thank you for the reply! i have figured it out sort of in a crude way. i solved this by launching the character at the ground on spawn. i don’t think its the best way to solve this problem but it is working now.

Great workaround, but does the AI have character gravity enabled as is? If so it should have already fallen to the ground and attached to the nav mesh itself without the need for extra forces. If so and it wasn’t working, alternatively I have another messy workaround involving getting a random point on navigation mesh near where the enemies are pooling and spawning there precisely.