Hey there @CHRISTIAN.SYR! Welcome to the community! Place some print statements behind the On Success and On Fail parts of the AI Move To, and have it print out what the movement result was. This should give some insight to if the MoveTo is failing and why.
One thing I notice, that when getting the location for the point you want the ball to move to, your pulling off of the get actor location node, that is a reference to self, so it might not be moving because the random location is possibly close to it. I think for what your wanting to do you’d need to get a reference to the player or other desired actor.
Additionaly, do you have a nav mesh setup in the level your testing this?
Update: I didn’t notice originally but the balls are components of the character class? You’d want to in that case move the component not the actor I believe in Wich you’d want to use the " move component to" node. That’s problematic in my opinion as it doesn’t respond to collision like AI move to and may end up placing the balls in the terrain or walls. Id think this would be a lot easier to accomplish setting up a class for the balls, and using an AI controller to accomplish this behavior
I was trying to apply a logic from a different project on this one, I want the spheres to follow the player, the spheres will later be replaced with enemies characters, how do I get a reference to the player ? excuse my little beginner understanding.
You’d want to get a reference to the character mesh(just drag one off from the blueprint tab on the left), then move the static mesh components to the desired location using the “move component to” location. But again that can cause issues like stated above with collision. The best way I’d think to do it it, would be to use the “get random point in navigable radius” with the character mesh as the source, this will avoid that point being placed inside meshes or the terrain. However if there is say a wall or prop in the balls path it would go through it.
What your trying to do could be done, but it would take more work than I’d think would be worth it when you can just use a separate class and AI controller to control the balls(enemies). Also, if these balls are eventually going to be enemies, it doesn’t really make sense to have them as components of the player class in my opinion