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Is "Use acceleration with paths" functioning correctly in 4.12?

Hi, all! I'm fairly new to Unreal, and definitely new to the forums. Pleasure to meet everybody.

I have a BP class, "Monster", extending Pawn. I've added a FloatingPawnMovement component to help it get around the world using a NavMesh.

A set up a simple AI system where it finds the nearest player and AIMoveTo's them. While it worked (see GIF here: https://dl.dropboxusercontent.com/u/3299208/SharpMovement.gif), I was a little surprised to see the movement was sharp, ignoring my acceleration value and just hard locking at the defined max speed.

I looked around a bit, and apparently, only in a very recent update, 4.12, was the boolean "Use acceleration for paths" added. However, checking this box completely immobilizes my monster friend. He just...does nothing. I don't really know how to go into the deep nuts and bolts of the NavMesh system to figure out exactly why. And, because the feature is so new, I couldn't find much information on it online.

Does anyone have any insight, here? Or any other way to use Unreal's great navigation features with acceleration? (Maybe calculating your own acceleration and using "max speed" as an effective velocity?)

Thanks!

Product Version: UE 4.12
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asked Jul 07 '16 at 08:41 PM in Blueprint Scripting

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IridiumStudios
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2 answers: sort voted first

I got no answer here, but eventually, I just removed the FloatingPathMovement component entirely. I used a UNavigationSystem object to call FindPathToActorSynchronously, and then I used the resulting path nodes to drive custom movement (simply max speed/acceleration stuff) from point to point, smoothly.

Annoying, but ultimately functional.

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answered Jul 10 '16 at 09:21 AM

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IridiumStudios
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hi, i was having a look at what you did and I was wondering what you did when the path nodes updated if you're goal actor that you were moving to moved, were you able to somehow detect when the path points changed?

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answered Aug 24 '16 at 10:16 PM

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JKDev
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