how to get AI/movement in space game to work properly

hey ! im having a LOT of struggles trying to get this working, and neither Gemini3 pro ai nor the UE ai can help me with it as ive been over it dozens of times

ive looked for resources and i cant find any because im strictly working WITHOUT navmesh (its useless without floors and for huge spaces)

so what i have is an AI controller, a blackboard, a data table, and a couple of tasks

now im trying to keep it REALLY simple so i have two tasks right now, one finds the center of a location (and this one works ive tested the output and the vector is correct)

the second one is completely broke and i cant find any way to test it out, even with using both the ai-assistants

so i want to ORBIT around a fixed point (this is a drone flying around a battleship)

and all i get is the drones move sideways to the center of the battleship, and the debug sphere i make just shows up somewhere else and doesnt move

i did what both AI said (they more or less match up) and its with sin/cos

but i have no way to debug it or test or anything and im really stuck
i need to get this done where i can start working on main gameplay

does anyone know how to help, are there specific videos for this, and mostly see its without navmesh thats my main trouble for finding assistance because its a niche thing

steps to try and debug what you have:

  • try constraining your results to a known plain to see if you are going in a circle at the least, if you are not at the point of reprojection then look at the XY plane.
  • make sure that is works with radius 1 about world origin (this can ensure that your radius, center point, or even World vs Relative mismatch; are not being misrepresented in your results
  • draw a line or Arrow from the cLocation to cLocation+Velocity the given line if you don’t have gravitational drift, should always be “tangent” to the circle if should always be touching the circle, but the extended line should touch the circle only once (you might need to draw a line backwards as well for better clarity)
  • record the Distance (the Distance Squared is fine too) from current position to your Center point.
  • record a video so that you can go frame by frame to see if the lines are showing the intended result.

are you working only in Blueprints, or are you willing to incorporate C++?

What do you have so far? how what is it doing wrong?

are we working in 6-degrees of freedom, 2D slice path of a spherical or elliptical “Orbit”, or a 3D paths with 6 degrees of freedom traversal? (will the Entity be modifying its path in real time, and will it be moving along all 3 axis simultaneously?)

does the “Location” that is being orbited around move, or is it stationary?

are you using a node driven system (you would almost be recreating Navigation system, but most of its work is processing StaticMesh geometry and surfaceNormals, if we don’t need to deal with surfaceNormals life gets “easier”), or something more freeform?

are we using spherical paths, or elliptical? (the math is similar, but with an ellipse we need a second radius)

is the Entity allowed to “move sideways” (like a strafing input in FPS), or “only turn”? What is the angle limiter and is it different then the radial subtend? (you might think of this more as “turning radius”)?

is there a gravitational pull in effect with respect to the body being orbited (the math changes quite a bit)? is this value easily findable or given?

i managed to (finally, after three days of headaches)

get the AI navigational movement working using splines instead

i think its a better solution so im pretty stoked