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API > API/Runtime > API/Runtime/AIModule > API/Runtime/AIModule/AAIController
References
| Module | AIModule |
| Header | /Engine/Source/Runtime/AIModule/Classes/AIController.h |
| Include | #include "AIController.h" |
| Source | /Engine/Source/Runtime/AIModule/Private/AIController.cpp |
UFUNCTION (BlueprintCallable, Category="AI|Navigation",
Meta=(AdvancedDisplay="bStopOnOverlap,bCanStrafe,bAllowPartialPath"))
EPathFollowingRequestResult::Type MoveToLocation
(
const FVector & Dest,
float AcceptanceRadius,
bool bStopOnOverlap,
bool bUsePathfinding,
bool bProjectDestinationToNavigation,
bool bCanStrafe,
TSubclassOf< UNavigationQueryFilter > FilterClass,
bool bAllowPartialPath
)
Remarks
Makes AI go toward specified Dest location, aborts any active path following
AcceptanceRadius has default value or -1 due to Header Parser not being able to recognize UPathFollowingComponent::DefaultAcceptanceRadius
Parameters
| Name | Description |
|---|---|
| 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) |
| bProjectDestinationToNavigation | project location on navigation data before using it |
| 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 |