Hey there! Hate to hear that you can’t get them moving. I’m going to make this as a mini-guide for debugging Mass.
- In your entity config, if you press Validate Entity Config, does it give an error or report that everything is correct? Do you have all of the movement traits? Have you set the StateTree up yet? Does the spawned actor have a MassAgent component and the PuppetEntityConfig assigned?
- PIE the level with your entities. Open the Gameplay Debugger by pressing apostrophe (') or entering “EnableGDT” into the console. The Mass category should be enabled by default, and you should pick an entity with Shift + P and can then show the agent’s fragments by pressing Shift + G. Do you see movement and navigation fragments on the entity? You can toggle paths as well to see if it is trying to access ZoneGraph.
- Quit PIE. Open Visual Logger via Tools->Debug->Visual Logger or entering VisLog into the console. Press the record button and PIE the level. Let it run for a few seconds and pause the Visual Logger, there should be recorded events for the various Mass subsystems including MassStateTree. MassStateTree should breakdown the states that your entities are in and show the logic execution. Do the entries show logic entering and exiting the Root.Idling.Wander state? There should be entries for MassStateTreeSubsystem that are categorized as LogMassNavigation, do these contain information such as “Successfully requested action:EMassMovementAction”?
- Does the main log contain any warnings or errors?
- In the VisualLogger, under MassSimulationSubsystem, does the first or second entry in the time say “Discarding processors” and list movement or navigation processors? Check the next couple entries to see if any of those processors are listed as “Redirected” once the entities are spawned and relevant archetypes created.