AI Behavior Task Move To Ignores Movement Component Properties

Hello.
I have a pawn that has a Floating Pawn Movement Component. An AI Controller controls this pawn and uses an AI behavior tree to move the AI controlled pawn to an enemy. In 4.7, the AI moves slowly as I specify a low max speed in the movement component. After upgrading to 4.8, the AI moves too fast to the enemy as if the movement was instantaneous. I’ve tried to change some properties of the movement component and I still get the same results. I also changed the max speed and acceleration to 0, but the movement is still instantaneous. Are there any changes to the AI Move To functionality in 4.8 that I have to fix?

It sounds like FloatingPawnMovement's AI movement issues, not BT issue. Can you try moving your pawn by other means, like SimpleMoveTo to AIController->MoveTo and see if it behaves the same way?

Cheers,

–mieszko

Hello,
So I tried moving my pawn using AIController->MoveTo and setting FAIMoveRequest’s goal actor. The pawn still moves instantaneous to the goal actor despite my FloatingPawnMovement have its max speed set to 0.

Edit: I’m on a C++ project and I am building the Engine from source using the 4.8 branch on Github. I am monitoring the commit history in hopes that this gets fixed assuming that this is a bug.

Hello,

I’m experiencing exact same issue. When using Floating Pawn Component object moves instantly to target location. Tried this with both Simple Move To and AIMove To.

Same here, but I’m working on a BP project using a launcher version. Now it seems like it’s a common bug in 4.8…