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float |
AcceptableRadius |
Fixed distance added to threshold between AI and goal location in destination reach test |
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TObjectPtr< AAIController > |
AIController |
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bool |
bAllowPartialPath |
If set, use incomplete path when goal can't be reached |
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bool |
bAllowStrafe |
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bool |
bProjectGoalLocation |
If set, goal location will be projected on navigation data (navmesh) before using |
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bool |
bReachTestIncludesAgentRadius |
If set, radius of AI's capsule will be added to threshold between AI and goal location in destination reach test |
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bool |
bReachTestIncludesGoalRadius |
If set, radius of goal's capsule will be added to threshold between AI and goal location in destination reach test |
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bool |
bRequireNavigableEndLocation |
If set, the goal location will need to be navigable |
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bool |
bTrackMovingGoal |
If set, path to goal actor will update itself when actor moves |
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FVector |
Destination |
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float |
DestinationMoveTolerance |
If the task is expected to react to changes to location in input this property can be used to tweak sensitivity of the mechanism. |
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TSubclassOf< UNavigationQueryFilter > |
FilterClass |
"None" will result in default filter being used |
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TObjectPtr< UAITask_MoveTo > |
MoveToTask |
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TObjectPtr< AActor > |
TargetActor |
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TScriptInterface< IGameplayTaskOwnerInterface > |
TaskOwner |
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