Having Trouble setting up AI that doesn't use the Character Class/Capsule Component.

Well I was able to replace my Original pawn with one that uses the Floating Pawn movement component But I discovered after a days of work that the issue with my previous Pawn wasn’t the Capsule component after all (Instead it was the movement task in the BT, no matter what I did it would reach it’s target before any collision takes place from a 90* downward angle, So I made a custom movement task that simply moves the AI toward the player without any other information and no internal way to stop it’s self), but I figured I’d go with my new pawn anyway until I discovered an issue with the Floating Pawn Movement Component, even if I set the velocity to zero and read it out in real time the pawn would still move like it had momentum despite print screen telling me that the Pawn’s velocity is 0 0 0.

Obviously that’s yet another bug I discovered.

So using my new movement task I can use my Original pawn that uses the Character class with the character movement component and everything is working now.

TL;DR:

  1. Conventional move to tasks that use the “AI move to” or “move to” nodes do not play well with verticality. When I have the time I’ll file a bug report for this.

  2. When using the Floating Pawn Movement Component setting the velocity to 0 0 0 doesn’t actually stop the pawn in the world, it carries on even though it’s velocity is apparently 0 0 0. You can stop this by setting the deceleration to something crazy but then your AI will either instantaneously accelerate or stop instantaneously and adding any kind of impulse won’t work what so ever. You will only be able to add movement commands. Obviously this is a bug because I can’t imagine in what world a pawn tells you it has a velocity of 0 0 0 but continues to glide with it’s own momentum. Will come up with a bug report when I have the time.