When spawning AI Character actor, why does MovementComponent not activate?
If I drag my enemy Character BP into my level and begin play, it behaves as normal. It is affected by gravity and collision, it executes it's AI behavior tree, etc.
But if I use another blueprint to Spawn Actor From Class it into existence, the movement component does not work. The actor floats wherever I place it, it does not fall or respond to any BP events which affect the character movement component (such as Launch commands). However, it DOES respond to some commands; it still detects collision with my player's weapons and plays the appropriate animations. It just seems as though spawning an AI actor via the BP node forces the character movement component to do nothing.
Of note: YES, I checked, character movement component is set to auto-activate YES, just to be sure, I tried firing an "activate" command on Event Begin Play for the movement component to see if that would fix it; it doesn't.
asked Sep 16 '14 at 09:45 PM in Bug Reports
Never mind, evidently this is intended behavior; spawned actors do not spawn with their default controller. Found the node that does this. Strange that the movement component would do nothing without a controller attached... but at least this is resolved.
answered Sep 16 '14 at 09:53 PM
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