Looking for AI Help (UFloatingPawnMovement)

Hello All.

Currently I’m using APawn, with different components, one being the FloatingPawnMovement component. Additionally, I have my own AIController that inherits from the UE4 API AIController. When spawning I can set the MoveToLocation, and it works for the most part. Now I’m trying to add a little variety to the movement, get patrolling, and finally attacking the player.

I’ve been reading some documentation starting with the AI and Behavior Trees (https://docs.unrealengine.com/latest/INT/Gameplay/AI/index.html). But sadly I couldn’t get the Service graph to work in step 11 in the Quick Start Guide (https://docs.unrealengine.com/latest/INT/Engine/AI/BehaviorTrees/QuickStart/11/index.html).

My objective though is to get AI working with the FloatingPawnMovement and my own AI controller C++ code. Given that, I’ve also read the “Creating a movement component pawn” on Wiki (A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums), which is pretty much want I’m aiming for but unfortunately the document left a few holes.

And of course, I’ve been going through the UE4 Documentation, and read a ton of AnswerHub’s, but nothing as of yet appears to be current documentation as it applies to 4.9, and being complete as it relates to FloatingPawnMovement usage. Some posts are older than others, and some seem to offer contradictory advice. For example, I believe one post stated “you don’t need a behavior tree if you’re writing your own AIController. . .”

Does anyone have any good links that they can share that may help me with what I’m trying to do?

Thank you.