Is the launch character node interrupted or overridden by "move to" commands?
Hi everyone, I'm organically just growing a sandbox where I try out new ideas and put them all together in order to learn UE4 scripting. Recently I've made two blueprints that I'd like to work together. One is a random direction jump pad, and the other is a simple ai that I can give a few different types of movement commands.
When my character runs on to one of these jump pads, he gets flung off in a random direction in a proper arc. However, when one of these ai characters hits the jump pad, he pretty much just gets a short burst in a forward arc and then floats downward in a vertical line. I took a video of the two behaviors I'm describing here: https://www.youtube.com/watch?v=Bp6cY0MYTkM
Two things seem off to me here. First, I get flung in all sorts of different directions, but the ai always go up and forward. Second, they just float downward in that completely vertical motion. I have seen the ai get flung off in a proper way that I'd expect when I set a movement point directly on top of a jump pad. My thought is that the ai has essentially reached his destination in that case, and the movement command isn't impeding the "launch character" node.
Is this a possibility? Is there a way to avoid it? I've also attached images of my jump pad blueprint and one of the movement functions that I use for the ai character. Thank you!
We didn't really test our AI movement code with "externally-induced" movement. This obviously should be handled, so the behavior you're describing is a bug. I'd appreciate a lot if instead of PNG files you've attached your blueprint content's copy-pasted into a text file - yeah, it works, and you can use it to share your BPs! :D
Thanks for nailing this one down!
answered Jun 08 '14 at 06:34 PM
I've found workaround - right after AI launch change his movement mode to falling, like on screen below. It worked for me.
answered Jul 29 '16 at 01:03 AM
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