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Problm with my Actor

I was working on my project and I realized that my AI did not move (with the IA move to). I try many ways to solve the problem but I find nothing.I do not find the problem (I work in blueprint)

If you want more information, I will be happy to answer you.

Product Version: UE 4.21
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asked Mar 27 '19 at 01:33 AM in Blueprint Scripting

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Étiboogi
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avatar image ThompsonN13 Mar 27 '19 at 01:38 AM

do you have a reference plugged into the pawn pin? youll probably need a reference to self. also do you have a nav mesh bounds volume?

I try many ways to solve the problem but I find nothing

this doesnt tell us much. what have you tried? no need for us to suggest or explain things if youve tried it already.

avatar image Étiboogi Mar 27 '19 at 10:51 PM

Yes I have a refenrence plugged in my pawn pin (self) and my scripts are well written. I put print string in several places to see where it was the error but everything is good. a week ago my script worked well and now it does not move anymore. I do not change unreal engine version.

avatar image ThompsonN13 Mar 29 '19 at 12:13 AM

your response really doesnt tell us much other than you have a reference. it would be more useful for you to post a screenshot of your script so we can see what youve done.

a week ago my script worked well

what have you changed since then?

I put print string in several places to see where it was the error

show us the script so we have something to work with.

my scripts are well written

then they should work and you should have no issue with showing them off.

avatar image Étiboogi Mar 29 '19 at 12:29 AM

This is the script of my IA (is very simple) alt text

And there is something weird, when I start the game, the blueprint responds directly to me: Hello but he did not even move.

avatar image ThompsonN13 Mar 29 '19 at 01:23 AM

hmmmm that script should work without an issue, though id make it loop to make sure. so if the script works then theres only a few other options: bad navigation, character not possessed, or modifications to the movement component, those would be the most obvious at least. navigation is the easiest to check so i would start there, make sure you have a nav mesh bounds volume, rebuild the navigation, check the nav settings in the project settings, press p in the view port to make sure everything is built right and to ensure your character is in the nav data. checking the ai controller should be pretty simple too just have a on begin play get ai controller then print it. checking for changes to the movement component is the most tedious so lets hope its not that.

the blueprint responds directly to me: Hello but he did not even move

im assuming that you mean it is printing the hello print string here. thats just telling you that the move failed which could be resultant from any number of things.

oh and one more thing to check, make sure the target location is a place that the character can get to. if the character tries to path to a location it cant move to then it will probably just fail.

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