FloatingPawnMovement won't respond to ANY changes

This has really stumped me for a while: I have a top down starter project on UE4.27 that I’ve modified a bit. I have a Pawn that I added a FloatingPawnMovement so I could navigate the nav mesh, which worked at first.

But after a while, it reverted to the original speed/acceleration settings, getting to the target instantly. And nothing I can do since then will change that.

I’ve tried deleting then remaking the BP several times, making it inherited from a c++ class, making it pure BP, deleting the Intermediate/Binaries folders, upgrading to UE5. Nothing has worked.

Is my project corrupted somehow?

EDIT: Update - made a completely new project and getting the exact same behavior…

Look at the starter pawn’s blueprint. It may have implemented movement using SetActorLocation, teleporting the pawn around, thereby bypassing FloatingPawnMovement.

Where would I find that setting? All of the nodes on the event graph are disabled (it’s a cpp starter project).

Also, I can tell it’s using the navmesh because it’s navigating around obstacles, but almost instantaneously no matter the settings.

It’s not a setting, it’s the way the movement is implemented. You’re seemingly confirming that the pawn is being teleported, instead of moved with forces.

FloatingPawnMovement uses forces; actors affected by it have velocity, acceleration, etc, but SetActorLocation doesn’t apply any forces, it just teleports the pawn to the calculated location, so it bypasses any settings you applied to FloatingPawnMovement.

OK, that makes sense. In the player controller UAIBlueprintHelperLibrary::SimpleMoveToLocation is being called. So SetActorLocation doesn’t seem to be involved.

bump

bump