Thank you. From the source it would seem their custom movement component(UUTCharacterMovement) inherits from UCharacterMovementComponent, which means they skip the problem. My movement component inherits directly from UPawnMovementComponent, so I’m assuming it can’t be used with the AI as it is since UE4’s AI seems to require a UCharacterMovementComponent. It could be bots use a different movement component, but I haven’t found anything, so I’m assuming they share the same movement component as the player.
From the engine’s source I do know that UPawnMovementComponent inherits from UNavMovementComponent, and if the description of that class is correct this would imply UPawnMovementComponent has the functionality to work with pathfinding. All I really need is the MoveTo() function to work with it, and to do that I suspect I need the nav movement component’s inherited flags to reflect my owns calculations so pathfinding knows what to do(tell whether it’s moving, whether it’s flying, on the ground, etc). I’m still looking into which flags to update though, or what functions to implement.
I haven’t tried anything yet, so maybe it will just work. I’ll do that now and check whether it works or not. Velocity is updated properly and I have all the common states working, so it should at least react in some way.