Enemy spawned from blueprint stuck at spawn origin

The same enemy works fine when placed in world, but when spawned via blueprint seems “stuck” at its’s origin location. I’ve been googling answers for this for days and combing through these forums.

I’ve checked all the usual settings, autopossess ai is on etc. Nav Mesh is functional. The enemy works fine when placed in level (follows/chases player), but when I spawn them via my enemy spawner blueprint (using spawn AI from class) they appear, but are “stuck” to their spawn origin location.

Anybody have any hints? I’ve been through the behavior tree, enemy bp, player bp, spawner bp and can’t seem to find where the conflict or issue is coming from. Thanks

Hey @wildyarrow!

So I’m thinking maybe use “Spawn Actor from Class”? I’ve had a lot of AI’s and I’ve never used “Spawn AI from Class”.

Something else I’d like to ask- how’s their behavior tree? Does it behave as normal and lights up? Does the AI rotate, or not move whatsoever? The most important thing here is to follow the thread using Printstrings, make sure anything that can fail has an error code to return, watching the Event Graph for specific Actors to watch the flow, and watching the Behavior Tree to see where it hangs and restarts the tree.

Try to apply any or all of that stuff and get back to us with your findings!

I tried switching it to spawn actor from class, and it seems to be the same, doesn’t fix the issue.


This is what my spawner blueprint looks like

added a new blackboard key as targetActor from bt_task blueprint and attached it to first node in behavior tree. Seems to work now