I have a project that is based on the twinstick shooter template. In the Template, the used pawn for the palyer, is directly onherited from APawn, and not from ACharacter. When I want to use the same pawn as an AI and use the AI Move To node inside my behaviour tree task, it wont work. However, it works, if I reparent my enemy pawn to ACharacter. I assume, it is beacuse the AI Move To requires a CharacterMovement Component. Unfortunatly, it does not to be possible to add a CharacterMovement Component in the blueprint directory of my pawn (I cant select it when adding components)
Is there a way to get “AI Move to” to work with pawns that are not Characters? I dont want to be forced to inherit from ACharacter, since it adds a capsule collision component, which does not really work for the kind of mesh I am using.
It all boils down to the fact that our pathfollowing is based on character movement component. There is a basic support for path following with other movement components, but it’s just not that robust of fully tested. The good news is that making CharacterMovementComponent working with Pawn is on the todo list, so maybe stick to deriving from Character for now, and you’ll be able to switch back to pure Pawn once that feature is on-line.
Definitely do AI based BBT does not work for Class Pawn movements. In my case I used the Blueprint Character as trick and I used my enemy static mesh . At least for my basic need , it has worked .