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Simple Move to Location problem

Hi guys,

I have a problem with the MoveToHitLocation function (with the Simple Move to Location node) that is the default movement in the TopDown template.
Because i decided to add WSAD movement aswell, that when i click with the mouse (i connected the Mouse event to the function, instead of the default Tick) the character turns but is unable to move forward… It’s like constantly pulled to the location where i clicked to. Im not sure how to fix it.

[HR][/HR]
Also im spawning the decal to the click location and i want him to dissappear when my character gets there, I have function that works but i keep getting the:

“Blueprint Runtime Error: Accessed None trying to read property CallFunc_MoveToHitLocation_OutDecal from function: ‘ExecuteUbergraph_TopDownController’ from node: Set Fade Out in graph: EventGraph in object: TopDownController with description: Accessed None trying to read property CallFunc_MoveToHitLocation_OutDecal”

or the

“Blueprint Runtime Error: Attempted to access DecalComponent_(X) via property CallFunc_MoveToHitLocation_OutDecal, but DecalComponent_(X) is pending kill from function: ‘ExecuteUbergraph_TopDownController’ from node: Set Fade Out in graph: EventGraph in object: TopDownController with description: Attempted to access DecalComponent_(X) via property CallFunc_MoveToHitLocation_OutDecal, but DecalComponent_(X) is pending kill” Error.

Update:

I found out the StopMovement node, hoked it to my WSAD movement function that allows the WSAD movement.
I still can’t get rid off the Runtime errors, probably because im checking the character velocity per tick. Also the Fade Out node is acting wierd (it doesn’t react when it gets signal from the exec node, but when it stops getting that signal)

Isn’t there a way how the Navigation system could tell me that my character has reached its destination?