Used the same method as i did in ue4 to create a behavior tree and a ai character class. For some reason I can’t get it to walk. It will move, it just will not walk (it moves while in idle stance). I am using the same AnimBP as I am for my player character as well and the player character will play the walk animation when moving. Is this happening for anyone else? Is it a bug or is there just a new way of properly doing this?
Are you using the UE5 animation blueprint (ABP_Manny)? If so, I found that I needed to make a small tweak for the animations to play. In ABP_Manny find the box with the title “Set Should Move to true only if ground speed…”. In this box, connect the output of “Ground Speed > 3.0” to the input of the “SET” node for “Should Move” and this should resolve the issue.
Just found out the real issue I think, the issue is when creating a new Character Blueprint. It doesn’t automatically come with “Use Acceleration For Paths” checked. Once checked, the animation started playing so I didn’t have to remove Epic’s suggested code like @noprompt11 requested.
The Third Person Blueprint Character has this checked as well.