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API > API/Runtime > API/Runtime/AIModule > API/Runtime/AIModule/AAIController
Description
Makes AI go toward specified Goal actor (destination will be continuously updated), aborts any active path following
AcceptanceRadius has default value or -1 due to Header Parser not being able to recognize UPathFollowingComponent::DefaultAcceptanceRadius
| Name | MoveToActor |
| Type | function |
| Header File | /Engine/Source/Runtime/AIModule/Classes/AIController.h |
| Include Path | #include "AIController.h" |
| Source | /Engine/Source/Runtime/AIModule/Private/AIController.cpp |
UFUNCTION (BlueprintCallable, Category="AI|Navigation",
Meta=(AdvancedDisplay="bStopOnOverlap,bCanStrafe,bAllowPartialPath"))
EPathFollowingRequestResult::Type MoveToActor
(
AActor * Goal,
float AcceptanceRadius,
bool bStopOnOverlap,
bool bUsePathfinding,
bool bCanStrafe,
TSubclassOf < UNavigationQueryFilter > FilterClass,
bool bAllowPartialPath
)
Parameters
| Name | Remarks |
|---|---|
| AcceptanceRadius | finish move if pawn gets close enough |
| bStopOnOverlap | add pawn's radius to AcceptanceRadius |
| bUsePathfinding | use navigation data to calculate path (otherwise it will go in straight line) |
| bCanStrafe | set focus related flag: bAllowStrafe |
| FilterClass | navigation filter for pathfinding adjustments. If none specified DefaultNavigationFilterClass will be used |
| bAllowPartialPath | use incomplete path when goal can't be reached |