Hi Tim,
I don’t know what it’s waiting for, the only time I’ve seen AI not move on a PC build is if a navmesh isn’t there, however when I do print string checks I can see it on the Ouya.
What’s happening at the moment is the AI is able to make a decision on how far away the player is and then it calls AIMoveTo
AIMoveTo executes but it never returns a success or fail. So pretty much the game refuses to move the enemy.
I tried behaviour trees which is an alternate approach. This yields the same result, UE4 can do the calculations but fails to move the enemy.
I haven’t tried logcat yet, will have a go I’ve installing the apk’s wirelessly :).
Cheers
Greg