How can I have an Ai Pawn move after the Launch Node

SO Here is the issue. I have a Boss Pawn that works. I wanted to add a jump attack and when the notifier for JumpToTarget goes off the boss only moves along the Z (yaw).

The animation does not have root motion which is why I’m using the LaunchCharacter Node. Should this even be possable for XY movement during an animation or do i need to have the ABP handle this?

Hey @DT_Lotus!

This should work just fine! I’m not sure what the issue is, though. Try this:

Describe what you want to happen
Describe what is happening, especially noting the parts that aren’t matching what you WANT to happen.

Right now your goal vector position is just the target plus 1 meter upwards. Is it not moving in the X and Y? Maybe try a print string before the suggest projectile velocity custom arc and plug in the Target Actor variable to make sure it has a value!

The current animation state shouldn’t be effecting this as far as I know. Only thing I can think of is maybe a conflict with the character movement component and the projectile movement component function. Have you tried, for trouble shooting purposes, just input values directly to the launch function. Maybe just enter 1000 on all axes and test for results. You may need to use another method to calculate the launch velocity vector. You may try getting forward vector, multiply x and y by a few hundred, and z buy a lower amount to simulate jumping at the character. The exact values youd have to expirement until the desired result is achieved

This is what I’m trying to do

  1. Boss executes the attack (works using both State Trees and Behavior Trees)
  2. Have a Notify fire off a message to Pawn to launch. (Works using Interfaces)
  3. Using the launch character node to have Pawn reach player to apply damage (this is where only the Z (yaw) actually changes but not X/Y).

I have tested raw values inputs and same issue.
What has me confused it that the node works and i have tested it outside of the animation. The XY update just fine but if I have the node activate during the animation the XY dont update.

Notify

Before Notify

Notify Triggered but no XY update (sword mesh for visual conformation of pawn movement)

Ah, it’s possible that you have root motion turned ON for that animation, when it should be off because you’re setting the movement path yourself. :slight_smile:

I have tested without the suggested velocity node and same issue. Even with Raw values XY wont change.

That was the problem. Thank you so much

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