Hey so I’m trying to figure out how to get an actor to move to another actor. I want to make a game kind of like this. Blocks Right now my Blueprint looks like this http://i.imgur.com/gRDwOs3.png In this instance the actor I want to move to the destination does nothing. Interestingly enough, if I get the player pawn location instead of the end_destination blueprint, the mover will happily follow me around.
So basically, how can I get a actor’s location, and then send another actor to that location.
In addition, if I have multiple “end_destination” actors in the level, how can I get the mover to go to the closest one or the farthest one.
You would be better off using some Simple AI to achieve this.
If you make your Actors derived from Character or even Pawn and use the MoveTo nodes, so long as you have a NavMesh in your Scene, you will achieve this type of functionality alot easier and without the need for Tick.
I’ve been looking at the move to nodes, and it seems like I can only use them in the level blueprint. If I intend to spawn new “walker” characters throughout the game, and have multiple instances running around at the same time, I feel like the level blueprint will get messy, especially since I can’t reference a walker that doesn’t exist yet. It seems better to have the navigation built into the walker blueprint
The Level Blueprint should only ever need to be used for GamePlay Events that affect the Level itself.
You can manage Players/Characters/Actors/AI outside of the Level BP with ease if you think it through and do research.
Heres a Tutorial i did a while ago, have a look at it, you maybe able to get some ideas from it. Its partially relevant to your needs. You can probably skip a fair bit of it if you want to get straight into the Movement logic.