Move to Location, AI Move To, Simple Move to Location - are always 0,0,0 velocity in first frame

…the Animation Blueprint usually has blends between various modes of animation…

Yeah, animation can mask problem but not solve zero in speed :slight_smile:

Just because you think something should behave differently than it does, does not mean it is a bug.

“Use Acceleration for Paths” is false in “Character Movement Component” then it should …set velocity directly… as variable tooltip said :slight_smile: So, when in frame 345 I set Character speed as 100, it should be 100 instantly as documentation said. Instead I have speed 0 in frame 345 and in frame 346 I have speed 100, until last frame.

Behavior Tree is not “very bugged”

I never meet senior ue4 programmer which not said “Behavior Tree is very bugged”. I’m also work with behavior tree a lot, and from the simplest like reading bad values from BlackBoard variables to most advance like graph condition nodes always redirect same route - regardless of the values of the conditions provided.

It is not a bug that velocity is 0 when you reach the end of a move .

In the last frame of move velocity is still maximum. The problem is with the first frame of move when “Use Acceleration for Paths” is set to FALSE. Velocity should be instantly maximum. But in first frame is 0,0,0.

If you want it to act differently, you have different requirements than what Epic has, and you have the tools to implement it.

O course you’re right. But Epic himself try to adapt Unreal Engine for as many types of project as possible.
Another problem is: I don’t want to write two thousand lines of code for achieve one little things. Especially if Epic programmers can change Engine in few lines probably.

What specifically is the problem you are getting with a frame at zero velocity?

I am creating a system for AI traveling between previously selected positions.

  • I don’t want to overload CPU with putting check location to next destination point in Tick
  • In many situations I need very precise movement, and change direction even one frame before destination is unwanted.
  • Some situations e.g. camera flying throu specific locations if stop for one frame is visible as distortion. Human eye can see pictures very clearly in 1/400 second.
  • If player are as FPP in automatic move, then stop for one frame is obviously visible (depends on current computer FPS).