AI Character stops/pauses after "Move To"-node
I am making an AI-Character and using the "Move To"-Tasknode inside the behaviour tree. When the character reaches the location of the move to node, he stops shortly and the moves on to the next point. "Stop on overlap" and the tollerance threshold don't seem to have any effect. I wrote a custom task with the "AI Move To" node and the same result.
Only when I do the "AI Move to" inside the "Receive Tick"-Event of the Task it seems to work. But that can't be it due to lack of efficiency.
The character is not supposed to stop (zero out velocity) after the "Move To", right? This is a bug, isn't it?
asked Feb 02 '17 at 08:49 PM in Bug Reports
solved it !
If you are using MoveTo Node, it will add velocity to your character component. Now when you reach waypoint, the velocity becomes 0 for 1 frame before it find the next waypoint and starts moving towards it. At this time, my speed value in the animation blueprint fell down to 0 and my character loaded the idle animation (if you are not using animation, you are still probably having something with the character movement component?)
Solution : Create a custom task-> In this task, write logic to Traverse through all the waypoints in the blueprint using AI MovetoLocationOrActor inside the blueprint (you have all the options of MoveTo). Keep traversing until you reach the last way point. Once you reached the last waypoint -> Finish execute.
Make sure it doesn't finish execute until you reach the last waypoint (Do some recursion, much easier), by this way the velocity never becomes 0 as it will never "finish executing" the move to.
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