Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

AI MoveTo blueprint node and Behavior Trees

I am seeing in several places that AIMoveTo (the blueprint node) is deprecated/untested and should not be used; instead, we should use the MoveTo Task in behavior trees.

However, doing this causes a loss of certain functionality; namely, that the AIMoveTo BP node can have its target location updated mid-move and the AI in question will change targets, while this cannot be done by changing the blackboard value of the MoveTo target while the MoveTo is still going on... and the AIMoveTo BP node can have the "acceptable radius" value dynamically updated mid-move as well.

It's the latter that I'm concerned with; I have written a custom MoveTo BT task using the MoveTo node, which periodically checks how many actors are within radius of the target and dynamically widens the acceptable MoveTo radius (so that as more actors crowd around the target, they can all "reach" it without trying to shove past each other into a tiny radius.

Of course, I am experiencing the expected periodic lock-ups from using AI MoveTo which have been reported, and which are the reason we are told not to use AIMoveTo anymore. So, is there a way to achieve this functionality properly with the AIMoveTo task we're given to work with? I can't find a way to alter the acceptable radius variable, and using separate MoveTo tasks causes actors to awkwardly stop and then restart their movement as the BT switches from the first MoveTo to the second.

Product Version: Not Selected
more ▼

asked Sep 19 '14 at 04:55 PM in Blueprint Scripting

avatar image

243 20 24 36

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

You can youse RVO Avoidance in the character defaults, that's good for crowding AI around targets. I've used the move to actor node within Tasks or just in AI blueprints, you don't necessarily need a behaviour tree at all or just use the behaviour tree to switch states of the AI character.

more ▼

answered Sep 19 '14 at 11:21 PM

avatar image

Alan Webster
860 50 34 81

avatar image RhythmScript Sep 19 '14 at 11:24 PM

That BP node should be avoided! MieszkoZ has said repeatedly that that node should not have been exposed as it's not properly tested, it results in periodic major crashes as its use accumulates during a play session. The official response is that you should only perform AI moves with the BT task, never the BP node.

avatar image Alan Webster Sep 19 '14 at 11:34 PM

Never had a problem with the move to actor or move to location nodes that you pull from the library but Ive had problems with the simple move to nodes

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question