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Sunday, May 25, 2025

Unreal Engine 4 Pawn of characters utterly insensitive to the motion instructions


I’m new within the growth of video games and in unreal, however I cannot for my life that my pean of characters from AI strikes in any respect utilizing any technique that .

I’m growing a 2D SidesCroller recreation utilizing a Tilemap. I’ve assured that the collision is configured with the map and the mosaics, the participant’s character can work together with every thing properly, and I made certain to develop the collision thickness of the map in order that the NSImesh can seem accurately (as seen with the inexperienced areas).

Nav Mesh load. Ai generates within the air and falls, so I do know that it doesn’t overlap with the bottom

I’ve disabled and enabled the collision for the static mesh cubes element within the characters pawn, nevertheless it nonetheless doesn’t transfer. The objective is to get the participant to comply with. The pawn set off works properly, as I made to print each time you see it, and even it reaches the purpose of executing the "Comply with the participant" operate (the print declaration works).

Nevertheless, the usage of aimoveto fails each time. I’ve tried to place the participant as the target, the world’s world location as a vector and even an arbitrary vector to the appropriate of the AI, however Autoveto fails each time.

I’ve eradicated and changed the NAVMEH, and I’ve even tried to utterly omit the usage of aimoveto and solely use the motion entry add each within the pondering plan AI and within the characters’ effort plan, however neither makes it transfer. I actually put a motion enter operate add within the pawn occasion model, however by no means strikes.

Any suggestion?

Code: The logic occasion is activated every tick
AI's logic event is activated on each ticket

Characters effort marks (for purification). Doesn’t make the pawn transfer
Characters effort marks (for purification). Does not make the pawn move

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