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I am trying to have a custom APawn along with its custom UPawnMovementComponent and AIController, to move to a location using the MoveTo node of a behavior tree.

I've followed the code in the engine from the MoveTo node in the behavior tree up to the navigation classes in order to understand how this work. What I tried so far is to have my movement component inherit from UPawnMovementComponent and use it to consume the input vector from its pawn (input vector that should be updated by RequestPathMove in UPawnMovementComponent).

I must have missed something as this solution isn't working and my pawn does not move at all. Is there anything more that I should have done? Any other solution to achieve this?

EDIT: A few things I checked:

  • I have a navmesh, it displays a green area where the pawn stands
  • The goal position is always in range
  • There is no physical constraints on any of the component of the pawn
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    \$\begingroup\$ Have you put down a NavMesh Bounds volume? \$\endgroup\$
    – Stephen
    Commented Jun 12, 2020 at 7:04
  • \$\begingroup\$ Yes I have. I edited my post with a few more informations \$\endgroup\$
    – Stud
    Commented Jun 12, 2020 at 16:50

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