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[AI NAVIGATION] MoveTo node should return false (zip project included)


I am facing an issue with the function MoveTo, I don't know if this is really a bug or not. I didn't find any workaround to do what I want. I have reproduced the issue in a small project. Here is the dropbox link if you want to test.

Issue explained :

  • I used the TopDown template

  • A character spawn at the right and it has to reached the left. I used Behavior Tree and AI to do that alt text

  • There is a blocking object in the middle that block him

  • When you run the project, the character is blocked (he is not moving) because of this blocking object and this is normal

  • By pressing D key you can disable the collision of this object

  • When you do that it works as expected, the player run towards its direction

  • Then I re-enable the collision by pressing E. The character stop at the blocking object and it's what it needed

  • But the MoveTo function succeed (a message is displayed (succeed) which proves that), and this is the issue. I want the character to stop but the function MoveTO not to return true.

Relatives information :

  • Navigation Mesh is set to dynamic in the Project Settings alt text

  • I unchecked "Allow Partial Path" in the Behavior Tree alt text

Do you know how the MoveTo function could return "false"? Is this the excepted resultt and I have to code something by myself to do that?

Sorry for my english.

Product Version: UE 4.18
dynamic.png (6.9 kB)
project.png (575.2 kB)
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asked Dec 10 '17 at 12:43 AM in Using UE4

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