So i’ve noticed that the Move To in the behavior tree stops just short of it’s target.
It seems to stop when the AI character’s capsule touches the target, NOT when it’s on top of the target.
I’ve looked around and everyone just talks about AcceptanceRadius and i know setting it to a low number means that the AI character will get closer to the target before stopping, BUT even if i set it to 0.01 he still stops infront of his target and doesn’t actually step on it.
My setup now is really simple, right click makes a vector in the character’s blackboard change, which the behavior tree looks up and uses the built-in Move To Task.
If you take a look at what the MoveTo task does in C++, you can see that it passes bStopOnOverlap = true to AAIController::MoveToLocation. This will cause your AI to stop short when its capsule (or whatever else collision) overlaps the destination location. You can add your own task to override this behavior (either in Blueprint of C++).
Awesome, i guess i overlooked the stop on overlap in the “AI move to” node in the blueprints. Got it working right now! Here’s the blueprint for the task just in case anyone else wants it.