Spawned Actors not Moving

I’m having some problems getting my spawned actors to move. I’ve followed a few tutorials that have worked for everyone else, but not for me and I’m not sure why… Any help would be very much appreciated!
AI_Movement2

1 Like

Do you have a navigation actor?

Hey there @hobiedog1104! Welcome to the community! Is your navigation mesh setup and functioning?

Yes, I am able to spawn the actor. I have also created a navigation mesh bound volume and when hitting “p” on the keyboard, I’m able to see the area the actor is able to move in and it all looks correct.

Maybe I don’t have a setting set correctly?

I have the auto posses AI set to placed in world or spawned, which was a problem for most people, but it didn’t fix it for me.

What is that blueprint above? If it’s the AI, then just use self for the controlled pawn. ( I think that’s ok ).

That’s the AI Controller. I don’t have anything for the AI itself. Maybe that’s my problem? I’m pretty green when it comes to unreal, hence all the tutorials I’m watching.

I selected the AI Controller I created as the AI Controller Class (blueprint pictured), so I assumed I wouldn’t need anything in the actual event graph

I dont know if that may work but it worked to me. Like on your blueprint where you have the “custom event - Move” which is connected to “AI move to” hook up the “EventBeginPlay” directly to the ai move to logic - for me that worked to get my ai moving and i had exactly the same thing (custom event hooked to ai move to - then i switched it to event beginn play and all ai started to move)

gl

Do you have a navigation boundary for your AI character? If you press ‘p’ does the area around you AI light up green?

Could also check the walking speed for the AI. Maybe this is really small or 0???

He say he has it here…

“Yes, I am able to spawn the actor. I have also created a navigation mesh bound volume and when hitting “p” on the keyboard, I’m able to see the area the actor is able to move in and it all looks correct.”

1 Like

Could put some print statements on the outputs of the AIMoveTo and watch the movement result. What I have found is that sometimes the “On Fail” exec pin doesn’t fire if the AI is not configured correctly. I assume that the movement results will always indicate aborted; however…

Yes, I am getting a print string saying that the AI Move to command failed. Can you elaborate on what I may need to configure properly? It’s probably something simple, but as I said, I’m pretty green haha

I tried this, but it didn’t work unfortunately.

Are you getting the print statement on the “On Failed” path AND on the exec path that is not conditional (top exec pin)?

Throwing darts… …could try to remove “Get Controlled Pawn”. For my AI pig, as an example, I do not have anything into “Get Actor Location” and I have a reference to “Self” as the “Pawn” input to “AI Move To”.

I believe AiMoveTo works (definitely in UE4.26.2) so there is a Scooby Doo mystery here…

Yes, On failed, I’m getting the print message, but I’m not getting the On Success message. I tried removing the “Get Controlled Pawn”, but it won’t let me assign it as “self” because this is an AI controller, not the AI itself.

So… …I don’t have any BP things for my AI controller.

My AiMoveTo calls are in the AI BP character itself. Not in the AI controller.

Maybe that is the issue???

Try this???

Can you try to create a new map and put new navmeshboundvolume which awso creates automaticly a new recastnavmesh and see if the ai move there at least. Had problems with this as well ones you move the recastnavmesh in the map then the ai stops moving and even after deleting the navmeshbound and recastnavmesh and recreate new ones, the ai still stay broken and is not moving even if all other settings are correct…

I’m not sure what wasn’t working, but I just deleted my navmeshvolume and created a new one, now it’s working! Thanks for the advice!

3 Likes