Pawn Click to Move Implementation and the Floating Pawn Movement Component

Hi folks :grinning:

I created a Pawn Blueprint for an idea for a game I had. I want to keep the scope small, so I wanted a static mesh to move across a plane to a clicked location on that plane. I had implemented:

  • A cube with a floating pawn movement component
  • Some Blueprint logic to use Simple Move to Location from the AIHelper library of nodes
  • A small plane in a map that was contained in a nav mesh bounding volume

This worked at first, and the cube traveled to the location. I verified this using some debug spheres I spawned on successful hit results.

But then I opened a new map to make my first level, and I am seeing different behavior. Now, the pawn will move just a little, even though I am still getting successful hit results.

I don’t have a player controller or AI controller implemented, and I am feeling like I am missing something.

Could someone please help me understand these two different results?

EDIT: Here is a gif of what I am struggling with. Happy to add more information! Animation.gif - Google Drive

I may have solved this, but I really would love some feedback in case I am mistaken.

If you want a simple, static mesh pawn character, it appears one way of doing it is to make you base class just a Pawn class, and have it controlled by a Player controller class. Then, using some BlueprintAI helper nodes works (at least for me).

Still, I am unable to use the AIMoveTo nodes, even though I have seen other forum posts and YouTube videos leveraging those nodes. Not sure what the difference in my character is. I still use the default AIController in my settings. Hmm.

Anywho, here is a reference of my Blueprints.