Hey, I know I just wrote a question about this earlier, but I’m still struggling. I thought I had the answer, but nothing is working. I want to make a very simple AI enemy that wanders to random points within the Nav Mesh. By using print nodes, I have found that my AI Move To node is failing, because it keeps printing the message “not moving”. Yes, I made sure that I do have a Nav Mesh Bounds Volume. I have also made sure that my enemy AI is using the AI controller blueprint that I made, rather than the default option.
I have followed videos that were sent to me, yet it’s still not moving, and I’m wondering if there’s some other detail that I’m not paying attention to.
Hey @ittybittykitty9!
Try to test it using this method and report the results!
Instead of using “GetRandomLocationInNavigableRadius”, bypass that, and right click-> break the Return value on “Get Actor Location”.
From there, use “Make Vector” passing in the Z value of “Get Actor Location”.
Then, for the X and Y Floats, add 500, then pass them into the make vector, and connect that to the “AI Move To”'s destination.
See what that gets you and get back to us! (Also, increase your acceptance radius, 5.0 is very small)
I hope I interpreted your advice correctly. The right half is still the same. I changed the acceptance radius to 500 too. I kept using a Nav Mesh Bounds Volume just in case. I’m sorry but my AI still won’t budge.
Just for fun, I also tried adding a print node so I can see what vector it’s making. It repeatedly prints the XYZ coordinates of the enemy’s position.
Okay, that’s good but let’s take it to 300 or so, since we’re trying to get it to move + ~750 in Y and X so it’d be hard to notice.
So you’re saying the AI is still printing the “Fail” message? Maybe print the Destination before sending it to the move to as well so we know what’s being accepted as the destination.
You could also try Simple MoveTo.
Finally, make sure that your AI character has a “Max Speed” and “Acceleration” stat above 0 in the character movement component.
Could you possibly show video of what’s going on? You can upload an unlisted video to youtube and share here if needed, among other ways!
You are tinkering with the AIController but what about the pawn? Are you sure everything is alright with it - is it properly possessed and has a movement component and is able to move.
Also check the requirements of AI MoveTo or better yet try Simple Move to Location. It is possible that AI MoveTo requires path following component in the controller. (not sure about it)
I hope I got everything relevant in this video. Those pink rectangles are the enemies, all four of them. I tried to show that I do have a Nav Mesh, and I tried showing that my Ai is being possessed with BP_AICont, and not the default AI Controller.
What’s weird is that the enemy on the ground is the one displaying the “move to” message. You’ll notice that that message stops printing after I kill it.
Also, ignore that pink 1 that pops up. That’s my collectible counter.
I think… I may have an idea what’s going on.
I assume that line there is your box for your navmesh. Try pressing “P” on your keyboard while looking into the viewport (not during game) and it should light up navigable surfaces green! If nothing changes you need to widen it.
Another thing- I mentioned earlier lowering your acceptance radius. Maybe lower that to 50 or so, but this time don’t make the navigation radius match it, if the nav radius and the acceptance radius are the same and it’s on a 2D surface it’ll auto-succeed on a flat surface.
Oh my gosh! Okay, I did need to widen the platform, and I had to lower the radius because they’re not moving that far. But hey, they move now! Thanks!!!
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