Hi,
So, I’m trying (unsuccessfully) to get a pawn to move backwards and forwards between two locations.
I’ve had a look at the NavMesh level within the Components project and have migrated the BP_AI_Pawn blueprint and associated assets across to my project. I also copied and pasted the level blueprint system that was controlling the pawn.
I’ve put the BP_AI_Pawn into my level and setup the references within the level blueprint to refer to my TargetPoints.
My first guess would be your pawn doesn’t have a controller. Check BP_AI_Pawn's default properties and make sure AIControllerClass says AIController or something derived from it. You can also put a break point on a SimpleMoveToLocation call and mouse-over the Controller input pin to see what’s the value. If it’s None and you do have a controller class set in pawn’s defaults then there’s something really wrong.
Hi mieszko,
I’ve checked the properties of the BP_AI_Pawn and it’s AIController class is set to AIController.
I’ve also done the breakpoint on the SimpleMoveToLocation node and it is showing that there is an AIController as well.
Another guess would be that destination points are not on navmesh and navigation system fails to project them to the navmesh. You can configure default navigation query extent in editor in Project Settings -> Navigation System -> Supported Agents. If there’s no supported agent defined add one and fill it with your pawn’s values. You can also make sure goal actors are on the ground - that would solve the problem if it’s projection related.
If this fails run a console command VisLog, start recording and see what gets recorded I you can’t read it send it my way and I’ll have a look.
Hi Mieszko,
I think it was the goal actors not being on the ground that was the problem - I thought they were, but turns out they weren’t! I think I’d also assumed that the target points behaved like the path nodes in UDK which were lowered to the ground on building…!
The pawn now moves, but the walking animation doesn’t play! When the pawn is stood the idle anim plays, but once you trigger the move action the pawn reverts back to the T-shaped rigging pose. Can you suggest what I might have done wrong this time…?!