So how do I get it to teleport more exactly to the location?
My assumption is;
I’m doing the calculations wrong somehow.
It’s continuing to move during the teleport process and by the time it appears it’s no where near the teleport. (in which case I need to figure out how to condition break the behavior tree ‘MoveTo’ maybe)
I sort of semi-fixed it, however expecting it to break by subtracting -400 from X, it’s probably not ‘the’ way to do it though.
Path Points is an array held by the ‘Controlled Pawn’, each character follows these points a,b,c and so on until reaching the last then restarting at path point a, unless it reaches a point that says differently, eg. stop, wait, change path or as in this case teleport.
Path Note Point in the image above you’ll notice starts from
A. Local Location : 0,0,0
B. Local Location : 500,0,0
C. Local Location : 1700,300,0
B Teleports to C, so locations start from 0 which means that 0 needs to be transformed to a location in world space, because location is local, just read the node “Transform Location” and yep that is exactly what it’s doing.
Go to Category and type in the box where mine says ‘Pathing’ any name you desire for a category of variables, and you can group your variables in their own little pull out…
Kind of BP_PatrolPath is basically a blue print with an empty array which you drag out into the world and add points to it, the NPC / AI gets pointed too that blue print like so;
in this case I’m telling BP_NPC_Jack which is a child of BP_NPC_MaleBase Character that it’s Patrol Path that it should follow is BP_PatrolPath6.