Stuttering Movement when repeatedly calling AI MoveTo.

For the sake of simplicity let us say I have 4 patrol points arranged in a straight line.
Iam calling MoveTo in Behaviour tree for each of there points in a sequence.
For each patrol point arrival, the ai is decelerating then again accelerating when called MoveTo to next patrol point. which makes the movement jittery.

Can someone help me if there is a way to make the ai not change its velocity once it reaches its destination and move with the same velocity when called moveto again…

There is a similar post “Reddit - Dive into anything

but it did not help me to solve my problem

Hey there
I don’t know if you have any modifications to AI movement behaviour, but it sounds like they’re trying to get to the exact position of arrival, then look for the next action to do. This is a common issue that can usually be fixed by activating the next action on Approach instead of Arrival.
Use On Approach with a generous approach distance, always bigger than the capsule diameter and bigger than your Arrive distance. That should make the patrol transition smooth.

I hope that helps

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Thank you for this solution. If i understand correctly this is what i did.

My AI character will be keep following the invisible cube, Iam changing the location of this cube once my AI character reaches certain distance.

Changing the cubes position and checking the distance between ai and cube code I have written them in Service node.

This Solution worked for me.

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In case anyone else comes across this post, I do not believe the accepted answer is the best solution. The issue is that the character movement component disables acceleration during pathfinding by default, which hard-stops the NPC briefly before the next move.

Select the Character Movement component on the AI Character blueprint and enable “Use Acceleration for Paths” under the “Nav Movement” section of the details panel. There is no need to add a bunch of additional monitoring or begin subsequent moves early.