If I understand this correctly, we are intercepting the
RequestDirectMove() function so that we can force the AI tanks to use an identical control scheme. So far, so good. Ben said that if we didn’t do this, then the tanks would move “unnaturally”, and as I’m a sucker for seeing software self destruct, I went ahead and removed our override of this function (leaving
MoveToActor() in place)… but the AI tanks don’t move at all! I’ve got my navmesh set up correctly, as when overriding the function I get the logs correctly printing to screen (when outside the minimum radius), but with it the override in place… nothing.