I am new to recreation improvement and to Unreal however I can’t for the lifetime of me get my AI character pawn to maneuver in any respect utilizing any methodology I do know.
I am creating a second Sidescroller recreation utilizing a Tilemap. I’ve made positive collision is ready up with the map and tiles, the participant character can work together with all of it simply advantageous, and I made positive to widen the collision thickness of the map in order that the navmesh can correctly seem (as seen with the inexperienced areas).
Nav Mesh loading. AI spawns within the air and falls down so I do know he is not overlapping with the bottom
I’ve disabled and enabled collision for the static mesh dice element within the character pawn, however he nonetheless does not transfer.
The aim is to get him to observe the participant when he sees him. The pawnsensing set off works simply advantageous, as I had it print every time he sees him, and he even correctly will get to the purpose of executing the "observe participant" perform (the print assertion works).
Nevertheless, utilizing AIMoveTo fails each time. I’ve tried placing the participant because the goal, the participant’s worldLocation as a vector, and even an arbitrary level vector to the fitting of the AI however AIMoveTo fails each time.
I’ve deleted and changed the NavMesh, and I’ve even tried fully skipping utilizing AIMoveTo and simply utilizing Add Motion Enter in each the AI Considering Blueprint and Character Pawn Blueprint however neither make it transfer. I actually put an Add Motion Enter perform on the Pawn’s occasion tick but it surely by no means strikes.
Any options?
Code:
AI Logic occasion is triggered each tick
Character Pawn Tick (for debugging). Doesn’t trigger the Pawn to maneuver