Infinity Blade: Adversaries Animation & Movement Issue

I have added the Infinity Blade: Adversaries to one a game I am working on. I watched some tutorials on animations, blend spaces, the animation state machine, and adding it all to a Blueprint Character. I can get the animation working fine but it does not move across the world when in the walking animation. I have been Googling and trying different things but I can’t get the bear to move when in the walking animation. I have included the files here so you can take a look and see what I am doing wrong. I will greatly appreciate the help.

EDIT

Sorry I forgot to add a link to the files. If you click the link there is a download button in the upper right hand corner:

https://drive.google.com/file/d/0ByrhaI_7aAJZejdOZ2M4NENsTkU/view?usp=sharing

I have been trying add in some movement commands but they are not working. I can’t seem to get access to the PlayerController or the MovementComponent in the anim graph. I do an is valid test and it always fails.

This is the first time i have answered a question so go easy on me. So question, is your model/mesh set to “Movable” if it is a capsule component? Also, you know it requires code via blueprint or C++ to actually get the animation to physically move? Animating and movement are completely separate. Maybe you knew that, i am not sure. Lastly, i can’t see the files you included i don’t think they were submitted. Are you also working on a character, pawn, or prop that has the animating?

After playing around some more whenever I try to use GetPlayerCharacter, TryGetPawnOwner, or GetAIController in the Event Graph of the Animation tab, it always fails an is valid check.

Anybody there?

Just to clarify, are you, from the anim blueprint, attempting to access the blueprint character?

I was able to get this working finally. I wasn’t aware I had to add a navmesh. Once I added that everything is working good now.