SOLVED - move to actor not firing in a swich follow attempt

Hello, this very simple task drivers me crazy

In my level BP I have the following script
Basically, I have 2 actors in the scene, let s say a wolf and a girl

When you play the girl, the wolf follows you, when you play the wolf, she stays still.

On Event BeginPlay I set the girl to be possessed and the wolf to follow, it works
On F key, I now possess the wolf, nothing else

BUT
If I press F key again, it possesses the girl back, and tries to fire a Simple Move To Actor to get the wolf following the girl back

But it doesn t fire, and I can t understand where s the problem since it seems a very simple task.

I ve played around with the controllers but nothing seems to work, any idea ?

Sincerely

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UP, no idea anyone ? :frowning:

Make sure you have a NavMesh in your Level

https://docs.unrealengine.com/latest/INT/Engine/AI/BehaviorTrees/QuickStart/2/index.html

And I think the “Simple move to Actor” needs an AIController besides the NavMesh too.

i have a nav mesh, and the problem doesn t come from an AI controller since the instruction works on begin play, the problem comes from switching the character controllers or something like this …

tried all the controllers combinations, nothing works

SOLVED !! This might help someone in future :

As far as I understand, a persistant actor has a cotroller defined when created in the level, but, if you possess it, then possess another character Actor, it losses its controller and just ends up being a less controlled pawn.

So, I just created a controller Variable (lets say Wolfcontroller), set it to its self defined controller on begin play (in the LevelBP), then call it in my tick simplemovetoactor function, now it works, the wolf does nt loose its controller anymore.

“Simple Move to Actor” may not be necessary and its connections.
I do not know Blueprint at all but what douse this do “Simple Move to Actor” and its connections do.

BTW you can mark your own questions as solution too :slight_smile:
Your assumtion is correct: Upon unpossessing an Actor, it stays empty, without a controller (like in a horror movie).

:slight_smile: took hell of 12 hours to figure out lol - I like the ghost image (: