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I have been having problems working with AI MoveTo and created a very basic version in the hopes of finding the problem:

Blueprint simplified

Simple character with the default skeleton mesh

As you may see, I have one single character with the default skeletal mesh and one call to AI MoveTo at the beginning of the game to move to a hardcoded location. This call resolves with on fail callback.

I have versions with navmeshbounds volume & random navigatiable points & different characters etc.. but they also fail and figured this simplified version better underlines what the problem may be.

This aside, is there a way to look at details on why on fail is triggered ?

Cheers!

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2 Answers 2

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I see you were using a custom scene (Not the template ones). Keep in mind that when using AI navigation functions, you must have a navMeshBoundaryVolume in your scene where your desired AI Actor/Pawn would be contained inside that volume.

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I did not change anything in particular, after a full restart next day, all the AIMove To blueprints started working as expected.

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