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MCPE-229980

"minecraft:behavior.delayed_attack" fails to engage target under specific positional conditions

Component Affected: minecraft:behavior.delayed_attack (Behavior Pack – Entity JSON)
Description: When using the minecraft:behavior.delayed_attack component in a custom entity's behavior file, the entity fails to pursue or attack its target under specific spatial conditions. The entity remains idle even when the target is within attack range.

Steps to reproduce the issue:

  1. Create a custom entity with a hitbox of 1 block wide and 2 blocks tall.

  2. Assign the minecraft:behavior.delayed_attack component to its behavior JSON.

  3. Place the entity in the following positions relative to its target:

    • Southeast corner of a block.

    • North side of a wall.

    • West side of a wall.

  4. Observe that the entity does not move toward or attack the target, even when in range.

Expected result: The entity should approach and attack the target once within range, regardless of its position relative to walls or corners.

Actual result: The entity remains stationary and does not attack, despite the target being within range.

Additional Notes: This issue seems to be related to pathfinding or collision detection when the entity is near walls or corners. It may affect vertical hitboxes (2 blocks tall) more frequently.

Attachments

Comments 9

Please edit your report to change the Affected Version to the version shown on the Minecraft title screen

Could you attach an example add-on to this report?

I was asking for an example add-on (or behavior pack), not a video of the issue.

still affect 26.3

I also found this Bug(MCPE-222718), but they ignored it.

I’m glad to see this issue being reopened here. I’ve been tracking this exact bug since June 2025 (Reference: [MCPE-222718]).

My extensive testing confirms that `delayed_attack` fails specifically when the target’s AABB reaches a certain scale (e.g., Warden, Ravager, or large custom mobs). It appears to be a flaw in the raycast-to-AABB intersection logic where the ray either fails to register or originates inside the target's volume.

As an animator, frame-perfect hit detection is crucial for my project. Since `delayed_attack` is currently broken for large entities, I’ve had to migrate my entire combat system to `melee_box_attack` to ensure stability. Please use the reproduction files from my original report to help pinpoint this logic failure. This is a fundamental issue for any high-quality combat Add-on.

Hi,N505! I've got the reproduction files and world ready to share. Since we’re both fighting this 'Large AABB' debt, let’s sync up.

Discord Friend Link: [https://discord.gg/ugAqDnsb ]

Discord ID: (drabmarker)

My X is also the same as my Jira name. Looking forward to combining our evidence!

N505

(Unassigned)

Unconfirmed

Windows

windows 10

1.21.130.22 Preview, 1.21.130.20 Preview, 1.21.114 Hotfix, 26.20.20 Preview, 26.3

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