I use the node on my AI called “MoveTo” in my behaviour tree. My behaviour tree is so simple that I don’t think posting it will be usefull, there is only one node in a sequence : MoveTo. MoveTo is taking argument of Target as player, defined in EventBeginPlay → GetPlayerCharacter in the event graph of the AIController. I don’t understand why when my player is out of AI sight, the MoveTo node is aborted. How to prevent this behaviour and force AI to move to the target location even when the target is out of perceiption ?
If you’re not explicitly doing anything with perception that probably isn’t the issue. My guess would be that it’s failing to find a path to the target. I think there’s an option in move to to allow partial paths, this might fix your issue as it will try and get as close as possible to the target.