Locomotor Actor Always Moving Towards World Origin

im making a game and i started to use the locomotor plugin to create a 4 legged robot and i got it to work great, its all fine and dandy, but when i go to use it in an enemy ai, or even as a player, the mesh runs off to the world origin, ive searched the whole anim bp and cant find any way to change the location its going to. Help?

Hey @exessgames welcome to the Unreal Engine community!

When a mesh or actor unexpectedly runs off toward (0,0,0) (world origin) it usually occurs because a target location variable isn’t set, root motion is overriding the actor’s position or an AI controller/movement component is defaulting to zero

To help figure out what’s causing this, Could you share a few more details with me?

  1. How are you telling your character to move? (Using AI MoveTo, normal Character Movement Input, or custom plugin nodes?)

  2. Are you using Root Motion on the animations or inside the Anim Blueprint?

  3. What does your target vector look like? If you print the target location variable (or AI move target) with a Print String node, are you getting a valid vector or is it returning (0,0,0)?

If you could give me a screenshot of your AnimGraph or the Blueprint logic that controls the locomotion/AI movement that would be really useful!

If you are dealing with AI or root motion movement issues in general, these guides may give you a few pointers on what to look for: Navigation System · Basic Navigation · AI Move To Blueprint Function

Let me know what you find and I think we can pinpoint the fix pretty quickly!