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moveto behaviortree c++ not work

Hello everyove i have strange problem but I do not understand what is wrong. I want be char move to player

aicontroller class

 #include "MyProject.h"
 #include "MyAIController.h"
 #include "AssentilalChar.h"
 
 AMyAIController::AMyAIController(const class FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
 {
     BehaviorComp = ObjectInitializer.CreateDefaultSubobject<UBehaviorTreeComponent>(this, TEXT("BehaviorComp"));
     BlackboardComp = ObjectInitializer.CreateDefaultSubobject<UBlackboardComponent>(this, TEXT("BlackboardComp"));
 
 }
 
 void AMyAIController::Possess(class APawn* InPawn)
 {
     Super::Possess(InPawn);
     AAssentilalChar* MyChar = Cast<AAssentilalChar>(InPawn);
     
     BlackboardComp->InitializeBlackboard(*MyChar->BehaviorTree->BlackboardAsset);
     BehaviorComp->StartTree(*MyChar->BehaviorTree);
 
     TArray<AActor*> ActorsArray;
     UGameplayStatics::GetAllActorsOfClass(GetWorld(), AAssentilalChar::StaticClass(), ActorsArray);
 
     AAssentilalChar* player = Cast<AAssentilalChar>(ActorsArray[0]);
     BlackboardComp->SetValueAsObject("Target", MyChar);
 
 
 }][1]

  

Char Class:

 #include "MyProject.h"
 #include "Engine.h"
 
 #include "MyProjectProjectile.h"
 #include "MyProjectCharacter.h"
 #include "AssentilalChar.h"
 
 
 // Sets default values
 AAssentilalChar::AAssentilalChar()
 {
      // Set this character to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
     PrimaryActorTick.bCanEverTick = true;
 
     SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("sphere"));
     RootComponent = SphereComponent;
 
     SphereComponent->InitSphereRadius(40.0f);
     SphereComponent->SetCollisionProfileName(TEXT("Pawn"));
     UStaticMeshComponent* SphereVisual = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("VisualRepresentation"));
     SphereVisual->SetupAttachment(RootComponent);
     static ConstructorHelpers::FObjectFinder<UStaticMesh> SphereVisualAsset(TEXT("/Game/StarterContent/Shapes/Shape_Sphere.Shape_Sphere"));
     if (SphereVisualAsset.Succeeded())
     {
         SphereVisual->SetStaticMesh(SphereVisualAsset.Object);
         SphereVisual->SetRelativeLocation(FVector(0.0f, 0.0f, -40.0f));
         SphereVisual->SetWorldScale3D(FVector(0.8f));
     }
     
 }
 
 // Called when the game starts or when spawned
 void AAssentilalChar::BeginPlay()
 {
     Super::BeginPlay();
 }
 
 // Called every frame
 void AAssentilalChar::Tick( float DeltaTime )
 {
     Aitest = Cast<AAIController>(GetController());
     GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("This is an on screen message!"));
 
     TArray<AActor*>  SpawnedBullet;
     
     UGameplayStatics::GetAllActorsOfClass(GetWorld(), AMyProjectCharacter::StaticClass(), SpawnedBullet);
     
     EPathFollowingRequestResult::Type MoveToActorResult = Aitest->MoveToActor(SpawnedBullet[0]);
     Super::Tick( DeltaTime );
 }
 
 // Called to bind functionality to input
 void AAssentilalChar::SetupPlayerInputComponent(class UInputComponent* InputComponent)
 {
     Super::SetupPlayerInputComponent(InputComponent);
 
 }

I create BP from cpp class and add my aicontroller and my behavior tree but my char DONT move!!! whats wrong?

alt text

Product Version: UE 4.12
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asked Aug 15 '16 at 10:37 PM in C++ Programming

avatar image

vadiknsk
1 1

avatar image MieszkoZ STAFF Aug 20 '16 at 12:04 AM

What does the Visual Log say?

Cheers,

--mieszko

avatar image vadiknsk Aug 20 '16 at 05:28 AM

Compile without error

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