C++ Extending AIController - How to MoveTo()
How is the AI controller supposed to be set up?
I have a Character, blueprinted that the Controller is set to my AIController class. I overrode Tick and tested with breakpoint that it is being hit, but MoveTo does not seem to do anything. The character has Textured SkeletalMesh with an Idle Animation playing on it instead of the box from the example but is basically the Character used for the player in the C++ example otherwise.
Just for the Test I put in a FVector of 0,0,0 for the target of the MoveTo. I was expecting the character to move to the area and then shudder, or something like that but nothing happened.
I noticed other functions such as MoveComplete. Are we just supposed to set a loop up in Tick that incrementally makes a small move checking for MoveComplete, or is MoveTo latent?
Does something need to get registered first, like a Path that MoveTo is relying on? Hard to tell how it's supposed to be used with only having the headers to look at and no example.
asked Mar 11 '14 at 02:07 AM in C++ Programming
ue4-archive ♦♦ STAFF
Can you post your navmesh questions as a new question? Thanks!
Unfortunately, the navmesh system is not yet well documented, nor are there good examples of use in the sample games. We are working on addressing this issue. We are also in the middle of some refactoring of the path following code, so hopefully the system will be more useable in the near future.
Did you build a navmesh in your level? The move will fail if you don't specify a valid location on the navmesh.
Follow this question
Once you sign in you will be able to subscribe for any updates here