Why won't a set actor location work with a pawn?

Hello,

With the below graph I have taken a screenshot with debug running, what I want to achieve is that the Pawn (Camera) will move in the X world coordinate as the user holds down “W” / “S”. I specifically am not using “Add Movement Input” as I am using “Pawn” which I figured out there is no “MovementComponent” unless I’m using “DefaultPawn”. I’m not using “DefaultPawn” and as such need to do the movement manually. However after all that work switching over to this I still can’t get the camera/pawn to move. The world location of the actor just wont budge and according the graph below it should work.

Any idea’s?

What I can find is set to “movable” and my components of my Pawn class is just a static mesh sphere ball and a camera. Of which I have the static mesh set to “movable”. There is no other components in my Pawn blue print.

Other reason why it does not move is blocked target destination

I get a return value of “true” on each SetActor call. Would this still return true if destination is blocked? I’m pretty sure destination area is not blocked.

It meas move been sucessful

Howdy!

Are you doing this inside a pawn blueprint? Is this pawn intended to be a supplemental actor in addition to a player character, or is the pawn the player character? Just trying to get a feel for what you are after and would might be an approach to take.

-W

Thanks, yes this is inside the pawn blueprint. I’m building this as an RTS style camera where there is no character and its just a flying invisible camera. I added code to the pawn blueprint as thats what I saw in the flying blueprint sample. I’m still a little confused as to if my input code should be in the Player Controller or the Pawn still but I believed that Pawn was the right location.

I found the problem, problem was that I have “Camera” as the [ROOT] component of my blueprint components. After I made the component some StaticMesh it started working. Is that expected I wonder?