Hi. I just got into the process of making a tillable, fallout 2 similar game. wanted to start with the movement of a character based on a tile similar position. 100 units used.
I got it working and did the math. Now only problem I have is when I use “simple move to location” it doesnt seem to go to the position, the character seems to stop just right in front of the position I wished for.
I want the character to move to say x300 y200…
Now this works in “set actor location” with the same math that I did for “simple move to location”
i think my picture shows what I intend, better than I can explain.
is (300, 200) too close to the wall? if that’s the case maybe the Agent Radius in the RecastNavMesh need to be smaller, so the pawn can get closer to the wall.
oh, and its also right next to the character, as you can see but this happens everywhere, not just at that surton point, but thankyou for the suggestion.
The issue with using SimpleMoveToLocation with a Player Controller is the inability to change the AcceptanceRadius which is basically a tolerance of how close your Pawn would get to the target location before it’s considered “at the location”. This isn’t exposed to blueprints, but you could modify it in the C++ code if you are building the editor from GitHub.
As our programmer, Mieskzo, pointed out:
As far as I remember TopDown’s
implementation details it’s using
SimpleMoveToLocation because it’s a
PlayerController that’s driving the
pawn on the map, and as such doesn’t
have access to AI functionality. The
proper solution here is to have an
AIController-driven pawn, and has a
body-less player controller that tells
AIController where to go.
This will allow you to use the Move to Location or Move to Actor command which provide more options than the Simple Move to commands.
Hi Steve. Thank you for the reply.
This answers my question, appreciate it.
Just so I understand clearly, in my player controller , I cast to to an ai controller that I have made specifically for my main character.
I will try, but looks like from the link that it worked out.
Thankyou again