Closed GoIiath closed 6 years ago
Hey @GoIiath , have you added a NavMeshBoundsVolume to your level and built navigation? You can You press P to review your results in the viewport.
Everything related to movement and rotation is built-in Unreal stuff, so I recommend checking the CharacterMovementComponent.
Yeah i've added NavMeshBoundsVolume, I also have the green ground when I press P, I'm also using the CharacterMovementComponent, move to attack is working but not simply move
edit : it look like this
Do you have any ground to actually click on? Movement orders are calculated by casting a ray: If that ray hits a non-enemy collision shape, it will move to the hit location. Otherwise, it will be unable to determine where you actually want to move (it doesn't just cast the ray against a zero-plane or similar).
Yes I have a ground, i used a cube, it have a "glass" texture also just to be clear, do i have to put the RTSplayerStart at the same Z as the green?
Hmm, is the cube an actor?
Nah the cube is just a mesh
Sounds like a bug or wrong setup (= bad documentation ;) ) Is there any way you can share your project?
I will close this for now, please get back to us in case you've got anything new.
Did you manage to fix this? @GoIiath
I have notice that it doesn't work in a normal mesh but ir does in a brush geometry. I hope this help
Having same issue. @bbt636 what do you mean by brush geometry? Did you manage to fix it?
Im having a similar issue when you have an actor on a landscape and issue a MoveTo order. The unit does not react, BUT if you do a construction order the unit reacts. I´ve got navmesh built nicely etc... Any ideas? Its working fine on the Plane in the starter project in regards to movement so its weird
I've got an issue with the move order, When I right clik on another unit my unit move and attack but when i right click the ground my unit is not moving. also can we change the rotate speed when unit have to face the enemy unit ? didn't find anything about that