Cannot add movement input to AI pawn not possessed by player?
I've tried adding movement input to a pawn that has an AI controller and behavior tree via the pawn, AI controller, and behavior tree, but it doesn't seem to work anywhere. It will work when the player possesses it, but I don't want the player to possess it, this is for an AI enemy. Is there no method or setting that will allow it to accept an input vector without being possessed?
I want to be able to have the max speed/acceleration/deceleration advantages of the movement component (that I added via 'add floating pawn movement' and do have access to-it's not a matter of it not getting the component correctly). The 'move to' actions for AI will not accomplish what I need, and I don't want to have to manually set its location or use force/velocity to control its movement. It's incredibly frustrating for this action to seemingly be locked by the engine for no beneficial reason behind the requirement of being possessed by a player.
If you know of any way I can get the movement input necessary for my AI to be registered correctly I would be incredibly grateful as it's an integral part of my AI movement design.
asked Mar 26 '15 at 04:12 AM in Blueprint Scripting
Movement components cannot be added to pawns - whether that's an AI or otherwise. Try recreating a separate test version of your AI that's based on a Character instead of a Pawn and you'll get the control you desire.
answered Mar 26 '15 at 06:22 AM
You may need to disable/enable input on the pawn itself. Also, check the class defaults if "Block Input(s)" is enabled. If it is, uncheck it.
answered Mar 26 '15 at 06:32 AM
try adding "add movement input" in your pawn and write a BTT for passing the values / calling those functions from your ai
answered Oct 26 '15 at 07:54 AM
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