Use "AI Move to" with no Character Pawn
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.
asked Mar 04 '15 at 08:28 AM in Blueprint Scripting
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
answered Mar 04 '15 at 09:15 AM
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