What I need to do is simple, although I’m not sure if I need to use is a Pawn or Character.
I want to move the Pawn or Character from one point to another, but without using the movement keys. In my case I want is through an order, tell my character to move from Point A to Point B and when he moves, the run animation defined within the AnimationBlueprint is reproduced.
Since you mentioned a run animation, I think you are going to want to use a Character instead of a Pawn. A Character is just a humanoid version of a Pawn. There is a function called Simple Move to Location that may do what you want, but it has limitations. The last time I tried to use it, it did not support network gameplay. I am assuming this is still the case, but it may have been fixed since then.
What you really are looking for is using an AIController to move your Character. Here is a tutorial on how to setup AI Navigation:
When using an AIController, the system automatically handles networked gameplay and your movement animations. The AIController also uses a NavMesh which means that your Character will automatically avoid objects when moving to the location you command the Character to move to. The AIController system and behavior trees are a great way to control NPC’s and we are using them in our game to give commands to workers to do tasks for you. Hope this helps.
Umm, from what I’ve been reading, the Character has collision component, which does not need in my project.
Moreover, I can have monsters in my project with no humanoid appearance.
I’m not going to use network functionality, so it’s no problem for me.
Right now I’m using a Pawn as well one SkeletalMeshComponent within my custom Pawn class, which allows me to put Blueprint animation, although it is not Character, I do not know if I’m doing well …
Is it possible somehow to use Character and eliminate collision component and also use it for non-human characters?
I have never used a Pawn class before, because I usually need the CharacterMovementComponent which is not included in the Pawn class. I found conflicting information on whether or not the AIController and behavior tree system works with Pawns or not. You may want to give it a try and see how it works for you.
If you game doesn’t need pathfinding (NavMesh), collisions, or multiplayer networking then you may be able to just write your own movement system that adds forces to get your Pawn from its current location to its destination smoothly.
Your last question about using the Character class for non-human meshes is a good one and I would also be interested in what other people have found.
Not a bad idea to create my own system of movement.
In such a case would have to pass the values for the variables within 1 BlendSpace that I have in my AnimationBlueprint for the character to pass from Idle to Running (Speed).
From what I keep reading the Character class is only used for humanoid characters, so I do not think I can use on monsters, I think it’s like I’m doing, inheriting from the Pawn class and creating my own components.
Note how the system works
The player controls all of the characters using commands (human PlayerController).
Creating a SpectatorPawn can achieve this, so the command are converted to an order and then it arrive at each character controlled by a AIController making them to move, run or act in different way.
You don’t need collision because the characters move toward the target always at the same way and always reach some point at the same distance of the target (some kind of gap)
I think with the video, the idea is clearer.