Behavior Tree MoveTo not moving AI Char

In my behavior tree I’m trying to move my AI to my character when they are in a certain range of each other.

I have ensured that I have a navmesh, that my AI and character are both on it. The path does exist, and I set the NavMesh Vertical Deviation to Ground Compensation to an arbitrarily high number. My behav tree seems to be working fine until it gets to the MoveTo Task, at which point it hangs on “In Progress” without ever actually moving the AI.

What could this be, and what can I look at for more information about debugging this issue? I have set break points in my tree and my decorators to ensure the variables are being set as I expect them to and have dug through the message log and the visual log but niter seems to point me in the right direction

the “TargetLocation” public variable is set correctly? to where should the AI goes?

It is, I tested by adding a watch to the TargetLocation on the behavior tree and placing text markers on the ground to indicate where I am

I don’t think I had the proper movement controller set up. I had a component called movement controller but it wasn’t a FloatingPawnMovement component

It is not, should I use a different type of MOvement component? I only have access to FloatingPawn, Rotating, Projectile, and interop

so your AI is flying?

so your AI doesn´t have the movemente component? Well that is the problem for sure that it doesn´t move.

You need to change, create a character blueprint class, or just copy from your character and delete the camera and all inputs. Probably you created an actor or pawn blueprintclass.