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Using behavior tree with custom pawn and movement component

Hi

I am trying to have a custom** A****Pawn** along with its custom **UPawnMovementComponent **and AIController, to move to a location using the **MoveTo **node of a behavior tree.

I’ve followed the code in the engine from the **MoveTo **node in the behavior tree up to the navigation classes in order to understand how this work. What I tried so far is to have my movement component inherit from UPawnMovementComponent and use it to consume the input vector from its pawn (input vector that should be updated by RequestPathMove in UPawnMovementComponent).

I must have missed something as this solution isn’t working and my pawn does not move at all.
Is there anything more that I should have done? Any other solution to achieve this?