This is a question that has been posted multiple times, but those don’t correspond to my case.
I have an AI that uses a behavior tree to move around and chase my character.
If I place it in level, everything is fine.
If I spawn it via blueprints, move to location doesn’t work, neither in behavior tree, nor in the AI blueprint.
Auto posses AI is checked to be Placed in world or spawned.
I’ve checked it with a spawn default controller node or calling BeginPlay event once more when possessed.
My behavior tree is running, target location is calculated correctly, Move To Location or Actor node fires and fails.
I’m a bit desperate at this point, will appreciate any help.
Update: Move to Location node returns Failed, Simple Move to Location doesn’t work either.
As long as the pawn is placed in level, it moves just fine.
If it is spawned, nothing happens. I’ve also tried to attach MoveToLocationOrActor to Event Tick and fixed coordinates, still nothing.
This is my actual (still fairly simple) setup. I’ve tested your setup, it worked, but then I needed to make it work for my Behavior Tree. I’ve replaced my MoveToLocationOrActor node with AIMoveTo and got controlled pawn as input, everything works perfectly now.
Thanks again!