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…
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.
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.