MoveTo() refusing to move the character

So I’m currently working on an enemy system, where I ran into the issue that sometimes MoveTo() just wont work. The function is running, the WalkToPoint and WalkToPart are being set respectively, and yet it just wont move?

The character isnt anchored or anything so I have no idea why it wont move :sob:


So thats why I’m here.
It couldnt be anything related to my code, as its the exact same every single time, my guess is it involves roblox physics or something being weird. So is there anything that could be preventing the character from moving? Like I am so lost :sob:

I cant exactly send the code without sending my entire system, which I’d rather not do.
I dont even think you would really need it, as it is running perfectly find, the character just isnt moving.

Could you send the segment when you used WalkToParrt

				if Class.Humanoid.WalkToPart ~= Class.Target then
					Class.Humanoid:MoveTo(Class.Target.Position, Class.Target)
					print('MOVEEEE')
				end

Could you try fixing it to a fixed point, like making the humanoid go to 0,0,0

Tried this, it still wont move sometimes :sob:

It might be cause of how I have it setup. Lemme go do something rq

Yeah I have no idea

Are you using a custom rig that could be rigged incorrectly or something? Cause if youre script is running then thats the only thing i can think of tbh

Its just the base r6 rig that can be made via the rig builder, so sadly I dont think thats it :sob:

1 Like

try using PivotTo instead of MoveTo?

Wouldn’t PivotTo just teleport the character?

i mean MoveTo would do the same thing from what i know, unless im forgetting something

Yeah MoveTo used on a humanoid makes it move smoothly to the desired location, its very useful when it works lol

Should you be using humanoid.WalkToPoint instead of WalkToPart? Cause im pretty sure if youre using the parts position, it should be walk to

Correct me if im wrong but maybe its worth a try

A while ago when I had this issue, it was a network ownership issue, try setting the network owner of the NPC’s root part to nil