NPC Running after first NavigateTo call in Lego maps, even if set to Walk

Summary

I have created a verse driven npc_bevaviour system using an editable array of points to navigate between. The NavigateTo works, however regardless if setting the Movement Type to walking (or leaving empty), the NPC will run between points (after the first is reached) e.g. walk to the first and run after that.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

AI

Steps to Reproduce

Create an NPC behaviour that loops through an array of vector3. Call NavigateTo, where “?MovementType := movement_types.Walking” for each loop item. Observe that the player will walk to the first waypoint, then run though the rest. Code example uploaded as image.

Expected Result

The NPC should walk between every waypoint.

Observed Result

The NPC walks to the first destination, then runs between the rest. The running will occur again on the first destination if the bevahiour is in a loop.

If the behaviour is not in a loop (eg all waypoints have been reached), then the NPC will default to the normal “wandering” behaviour in a walking motion.

Platform(s)

Windows

Island Code

Not published.

Upload an image


Additional Notes

Using a Lego Island

This was found as the PatrolPath for a NPC in a lego island also does not work.

Forgot to add: UEFN 35.20 release

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