I’m using mass for enemies in my project, and once the player gets close an actor belonging to the entity is spawned. I’m using a very simple behavior tree for the enemy AI with a MoveTo task, but for some reason the enemies are moving super slowly.
Could be multiple things. Collision, an incorrect max walk speed, a culling optimisation, or something else related to physics. I hope this listed scope will help you make some findings.
I checked all, and they all seem to look right/be working fine. I ran the behavior tree on a non-mass entity and it works normally, so I think my problem might be something related to mass.
Then, it can be related to the navigation system. Can you try to disable pawn collision for all the enemy actors? Another issue that I see is that some of the actors aren’t possessed. That can be related to the spawn limit.