BehaviorTree MoveTo Task stuck 4.12 - 4.14

Hi there,

I have the problem since I went away from 4.10 that the behavior tree MoveTo Task get’s stuck from time to time which ruins combat pretty much.

If the player flee from the enemy (sure, it is not the purposed behavior from a player, but it might be usefull at a low character level) the Creature/ NPC gets in Chase state and MoveTo is called…but from time to time it simply stops moving at some random point.

The service that controls the states is native C++, in the meantime I added a bool key to the blackboard the let the blackboard know that the creature don’t move anymore since I found no way to solve this issue from the code side in the service (AIController->MoveToLocation or AIController->MoveToActor called from C++ didn’t change anything, the creature still didn’t move.

Is there a way or workaround inside the BehaviorTree to “kick” the AI Character in the butt to make him move again? I really need this to be reliable in almost every gameplay situation. How do you guys at epic handle a stuck AI?

So, nobody ever had issues with an AI got stuck than me?

I have the same problem.