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"

How to use Simple Move to Location

Hi, I'm trying to setup a simple move to location and I'm not having much luck. The asset is a pawn class that has an AI controller (currently blank) and I've linked together a barebones Behavior Tree. It does nothing yet. Currently only has a Root node in the BT. Through the setup below, I can spawn the actor, and the screen gives me a success from casting to the AI controller. I can see the signal flow through and get into the Simple Move To Location loop at the bottom. It continues to do so as expected. However, my character doesn't move. I've created two "target points" and use those as the locations to move between. I've also created a nave mesh bounds volume and placed it under/ encompassing the two Target points. I've never used a nav mesh before so I don't know if I am using it correctly. In Truth I may be attempting too many things at once but I feel as if I'm just a few clicks away from having this pawn migrate back and forth. Any ideas as to what I'm missing here?

alt text

Product Version: Not Selected
smtl.jpg (376.0 kB)
more ▼

asked Apr 08 '14 at 12:41 AM in Blueprint Scripting

avatar image

843 123 128 349

avatar image Thumper Apr 08 '14 at 05:16 PM

Here I've moved the Simple Move to Location into my BTTask BP and also a shot of my BT running. It appears to go down to the Task but I don't understand how to make it execute it.

alt text

smtlb.jpg (174.6 kB)
smtlc.jpg (117.9 kB)
(comments are locked)
10|2000 characters needed characters left
Viewable by all users

2 answers: sort voted first

Okay so on another post someone pointed me to the correct answer. In order to get it working you have to have your class in question (the one you're trying to move) extended as a Character class, and not a Pawn class.

link text

more ▼

answered Apr 09 '14 at 11:00 PM

avatar image

843 123 128 349

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

Have you gotten the chance to see how "Simple Move to Location" Node is setup in the Top Down Blueprint Project?


more ▼

answered Apr 08 '14 at 05:48 PM

avatar image

1.9k 69 30 105

avatar image Thumper Apr 08 '14 at 07:00 PM

I just looked. Using a move to Hit Location. It's a different node. I think I need to break this question into a different multiple questions. I'm sure I could plug something together to get a pawn to move. I'm more interested in how it's done using the BT setup. I've been looking over the limited information (I know it's still "experimental" but I would like to experiment with it) on Behavior Tree. I can't seem to get my BTTask BP to execute my "simple Move To Location" and I'm trying to figure out how.

avatar image Alexander Paschall ♦♦ EPIC Apr 08 '14 at 07:19 PM

Hey Thumper,

It looks like you are spawning a Blueprint Actor where you should be doing a Spawn AI. If you have a chance, look over this tutorial: https://forums.unrealengine.com/showthread.php?1270-UE4-Pathfinding-basic-AI&highlight=wander

It's a very good explanation for using a Behavior Tree to move an AI to locations. You could alter the location getting method to get different movement controls of the pawns as well.

Let me know if this has helped.


avatar image Thumper Apr 08 '14 at 08:31 PM

Using a Spawn AI crashes the editor in the setup I have up above. I believe this is a bug. From looking over the tutorials you listed below that is where I have found the setup I'm using.

avatar image Thumper Apr 08 '14 at 08:33 PM

It appears to crash if you select an AI controller in the pawn section of the Spawn AI node. If you just select a class it's fine. But if you do so then I don't think you can Cast to an AI controller to run behavior tree

(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