Hi there, I just followed (over my same blueprints) the quick start guide like 3 times, and I still have problems (or the result is not the one from the preview videos, also there is no download sample project to test it on).
Like I see there is a rename of a function “is at position” instead of “reached move goal”.
My problem raises that after it start chasing the player, it “never stops” even that the player object to follow is set to None/Null on agro check, after I get far away from the AI it starts where it is located to try to run the right and the left three alternating between them.
My player is a flying thing, so perhaps this is a problem for this setup? because they use move to with an actor instead of a move to vector? (don’t know).
I will try to implement it again with the 3rd person base example and implement it again, but any help is appreciated.
I will also like to know if there is this tutorial for C++.
So I ave setup all like on the example, and it works… the problem I guess was that my player pawn is a flying thing, so this setup I guess is not compatible with a flying thing…
Will try thanks! I guess the actual move to and things like that only work for things that are walking in the nav mesh, if you take the pawn from the flying template, you will see that it never stops chasing…
Here finally I see that “Jump” I get when Im the flying pawn where the AI got stuck (it is the same AI that works with you being a simple pawn, but this time it is the flying pawn from the example)
I think there should be a better setup for this, but at less it doesn’t always chase now (even that can’t continue chasing more because the player pawn is far away).