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?
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How are you telling your character to move? (Using AI MoveTo, normal Character Movement Input, or custom plugin nodes?)
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Are you using Root Motion on the animations or inside the Anim Blueprint?
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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!