when i replace the AIMoveTo with Move To Location Or Actor inside the behaviour tree task, the AI either does not move, or does not execute next behaviour tree tasks. how can we make it work?
It does not work on the “Run Away From Enemy” BT Task
I need to use pathfinding, with the AIMoveTO, the rodents just get stuck in one place when they run into walls, appearing absolutely dead and “dumb”. Also i noticed one thing, the MoveToActorOrLocation works perfectly in the BT TASK MoveToEnemyLocation, but does not work in RunAwayFromEnemyLocation. All i need is for it to work in RunAwayFromEnemyLocation and everything is good.
No i dont want them to be selective about their retreat locations, i just want them to avoid and move away from any blocking paths that come on their way. Basic pathfinding, thats it
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Try this, I think it will give you the functionality that you are looking for-
Open the BehaviorTree and disconect the two nodes in the image. Now when the animal sees an enemy they will not run away from the enemy but instead run to a random area not here. this will use pathfinding. Unfortunatly blind pathfinding dosnt exist, you can not pathfind without having a location to path to. If you want a more selective retreat location look into the EQS system (Environment Query System). You may also want to increase their turn speed in the character blueprint. let me know if this works better in your situation.