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| Name | UAITask_MoveTo |
| Type | class |
| Header File | /Engine/Source/Runtime/AIModule/Classes/Tasks/AITask_MoveTo.h |
| Include Path | #include "Tasks/AITask_MoveTo.h" |
Syntax
UCLASS (MinimalAPI)
class UAITask_MoveTo : public UAITask
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UGameplayTask → UAITask → UAITask_MoveTo
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UAITask_MoveTo
(
const FObjectInitializer& ObjectInitializer |
Tasks/AITask_MoveTo.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| OnMoveTaskFinished | FMoveTaskFinishedSignature | Tasks/AITask_MoveTo.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ConditionalPerformMove() |
Tries to start move request and handles retry timer | Tasks/AITask_MoveTo.h | |
| Allows custom move request tweaking. | Tasks/AITask_MoveTo.h | ||
EPathFollowingResult::Type GetMoveResult() |
Tasks/AITask_MoveTo.h | ||
void SetContinuousGoalTracking
(
bool bEnable |
Switch task into continuous tracking mode: keep restarting move toward goal actor. | Tasks/AITask_MoveTo.h | |
void SetUp
(
AAIController* Controller, |
Prepare move task for activation | Tasks/AITask_MoveTo.h | |
bool WasMovePartial() |
Tasks/AITask_MoveTo.h | ||
bool WasMoveSuccessful() |
Tasks/AITask_MoveTo.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ConditionalUpdatePath() |
Tries to update invalidated path and handles retry timer | Tasks/AITask_MoveTo.h | |
void FinishMoveTask
(
EPathFollowingResult::Type InResult |
Finish task | Tasks/AITask_MoveTo.h | |
virtual void OnPathEvent
(
FNavigationPath* InPath, |
Event from followed path | Tasks/AITask_MoveTo.h | |
virtual void OnRequestFinished
(
FAIRequestID RequestID, |
Event from path following | Tasks/AITask_MoveTo.h | |
virtual void PerformMove() |
Start move request | Tasks/AITask_MoveTo.h | |
virtual void ResetObservers() |
Remove all delegates | Tasks/AITask_MoveTo.h | |
virtual void ResetTimers() |
Remove all timers | Tasks/AITask_MoveTo.h | |
void SetObservedPath
(
FNavPathSharedPtr InPath |
Stores path and starts observing its events | Tasks/AITask_MoveTo.h |
Overridden from UGameplayTask
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Activate() |
Tasks/AITask_MoveTo.h | ||
virtual void OnDestroy
(
bool bOwnerFinished |
Tasks/AITask_MoveTo.h | ||
virtual void Pause() |
Tasks/AITask_MoveTo.h | ||
virtual void Resume() |
Tasks/AITask_MoveTo.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UAITask_MoveTo * AIMoveTo
(
AAIController* Controller, |
Move to a location or an actor | Tasks/AITask_MoveTo.h |
|