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API > API/Runtime > API/Runtime/AIModule > API/Runtime/AIModule/Tasks
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UGameplayTask
- UAITask
- UAITask_MoveTo
References
| Module | AIModule |
| Header | /Engine/Source/Runtime/AIModule/Classes/Tasks/AITask_MoveTo.h |
| Include | #include "Tasks/AITask_MoveTo.h" |
Syntax
class UAITask_MoveTo : public UAITask
Variables
| Type | Name | Description | |
|---|---|---|---|
| uint8: 1 | bUseContinuousTracking | ||
| FAIMoveRequest | MoveRequest | Parameters of move request | |
| FAIRequestID | MoveRequestID | Request ID of path following's request | |
| TEnumAsByte< EPathFollowingResult::Type > | MoveResult | ||
| FTimerHandle | MoveRetryTimerHandle | Handle of active ConditionalPerformMove timer | |
| FMoveTaskCompletedSignature | OnMoveFinished | ||
| FGenericGameplayTaskDelegate | OnRequestFailed | ||
| FNavPathSharedPtr | Path | Currently followed path | |
| FDelegateHandle | PathFinishDelegateHandle | Handle of path following's OnMoveFinished delegate | |
| FTimerHandle | PathRetryTimerHandle | Handle of active ConditionalUpdatePath timer | |
| FDelegateHandle | PathUpdateDelegateHandle | Handle of path's update event delegate |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UAITask_MoveTo
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| UAITask_MoveTo * | AIMoveTo
(
AAIController* Controller, |
||
| void | Tries to start move request and handles retry timer | ||
| void | Tries to update invalidated path and handles retry timer | ||
| void | FinishMoveTask
(
EPathFollowingResult::Type InResult |
Finish task | |
| FAIMoveRequest & | Allows custom move request tweaking. | ||
| EPathFollowingResult::Type | |||
| void | OnPathEvent
(
FNavigationPath* InPath, |
Event from followed path | |
| void | OnRequestFinished
(
FAIRequestID RequestID, |
Event from path following | |
| void | PerformMove () |
Start move request | |
| void | Remove all delegates | ||
| void | ResetTimers () |
Remove all timers | |
| void | SetContinuousGoalTracking
(
bool bEnable |
Switch task into continuous tracking mode: keep restarting move toward goal actor. | |
| void | SetObservedPath
(
FNavPathSharedPtr InPath |
Stores path and starts observing its events | |
| void | SetUp
(
AAIController* Controller, |
Prepare move task for activation | |
| bool | |||
| bool |
Overridden from UGameplayTask
| Type | Name | Description | |
|---|---|---|---|
| void | Activate () |
Called to trigger the actual task once the delegates have been set up Note that the default implementation does nothing and you don't have to call it | |
| void | OnDestroy
(
bool bInOwnerFinished |
End and CleanUp the task - may be called by the task itself or by the task owner if the owner is ending. | |
| void | Pause () |
Protected by design. Not meant to be called outside from GameplayTaskComponent mechanics | |
| void | Resume () |