Move AI Character using C++ instead of blueprint

Ahh yes, that was going to be my next suggestion :smiley: Glad you got it sorted anyway

Hmm, that doesn’t sound right, you should be able to use AAIController directly just fine (assuming that does everything you need).

I have the following code in one my game classes and it works no problem. Are you getting a specific error if you use AAIController directly?



UNavigationPath* path = UNavigationSystem::FindPathToLocationSynchronously(this, a->GetActorLocation(), dest, a);

if (path && path->IsValid())
{
	FAIMoveRequest req;
	req.SetAcceptanceRadius(50);
	req.SetUsePathfinding(true);

	AAIController* ai = Cast<AAIController>(a->GetController());
	if (ai)
	{
		ai->RequestMove(req, path->GetPath());
	}
}