Behavior Tree "Move To" appears to fail
I'm having an issue with the Move To task in the Behavior Tree (screenshots provided). When the enemy sees the player, it successfully searches for a hiding spot using EQS. However, when the Move To task is reached, the behavior tree appears to reset and runs the default Wait task. The blackboard key "HidingSpot," which the Move To task is using, has a location successfully stored. A Navmesh is present, but does not appear in-game (when numpad 0 is pressed, don't know if that is an issue or not). Also, changing the acceptable radius in the details tab of the Move To task does not appear to make any difference (tested 5-2000).
Thanks so much to whomever can figure this out, me and my noobishness have been stumped for a while!
asked Aug 24 '15 at 10:11 PM in Blueprint Scripting
If you are basing this on this Tutorial: It might be that it doesn't find the navmesh. I had the same problem where it wouldn't move to any vector from an EQS query but would move to actors.
In Project Settings > Navigation Mesh there is an option for Vertical deviation from ground Compensation on the bottom.
that did the trick for me but i am not sure if it is the correct way.
It seems to be an issue with the z axis of the vector of the EQS query and the navmesh.
answered Sep 06 '15 at 07:20 PM
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