I have tinkered researched ectetera to try and get this to work but no dice so i have turned to the wise sages of the Dev Forums
Try this (MoveToTaskBP)
I think you might have forgotten to set the task to successful once finished properly.
Move to actor or location has a few more variables too.
Do you have a nav mesh bounds volume setup in the level? Press P to visualize it (should be green on the ground)
Is your behavior tree running the task? (simplified version bellow)
I’ve just done as you’ve suggested but yet still no dice unfortunately i already had the bounds mesh in place. I’ve checked the behaviour tree and it is running. ive set the succesful and not successful. so i’m at a loss.
Ok, let’s start with simple : Have you set NavMesh? Do you have movement component and is pawn actually posessed by AI controller that has this BT?
The AI Move To has “Result” node, that can give you some insight like “Blocked”/“Interrupted”/“Cancelled” - have you looked at that?