Because you need to tell the movement input what direction from your actor needs to move which is the yellow pin the scale value may actually work on its own with a typed value as long as there is a direction connected to the yellow pin but the movement would be continuous without stopping. So if you plug in a forward vector it will move forward but it won’t stop. That’s because it needs the scale value from the action mapping which comes from the controller or keyboard. when we press the button or thumbstick its value goes from 0-1 the zero value indicates for the character to stop. Anywhere above 0 indicates movement speed.
In the world direction which is yellow you must plug in a vector direction either a forward vector or right vector. This tells ue4 what direction of the actor you want to move. I see you have typed 1 in the y axis, ue4 doesn’t know if you want this value from the right vector or forward vector or even the up vector not until you plug it in. I hope this helps.
This isn’t quite true, AddMovementInput doesn’t need a relative direction for movement to occur, in fact each relative (forward or right) is just a standard Vector3, no different from entering a hard coded value. Most likely the reason for it not moving at all is that Re4verbot inherited from the Pawn class, not DefaultPawn. The standard Pawn class doesn’t come with a movement component, adding one makes it work without any extra setup.
Did you inherit your blueprint class from a Pawn? It doesn’t come with a movement component (which is needed for this function to do anything). If so, the fix should be to add a FloatingMovementComponent or re-parent to DefaultPawn(which has that component already added).
It should then simply work without any extra setup.
No, it is a character with character movement. I know the character movement works because I am using the same one for the player and the AI. That’s why this doesn’t make sense to me.