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Move To task node. Moves the AI pawn toward the specified Actor or Location blackboard entry using the navigation system.
| Name | UBTTask_MoveTo |
| Type | class |
| Header File | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_MoveTo.h |
| Include Path | #include "BehaviorTree/Tasks/BTTask_MoveTo.h" |
Syntax
UCLASS (Config=Game, MinimalAPI)
class UBTTask_MoveTo : public UBTTask_BlackboardBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBTNode → UBTTaskNode → UBTTask_BlackboardBase → UBTTask_MoveTo
Implements Interfaces
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UBTTask_MoveTo
(
const FObjectInitializer& ObjectInitializer |
BehaviorTree/Tasks/BTTask_MoveTo.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AcceptableRadius | FValueOrBBKey_Float | Fixed distance added to threshold between AI and goal location in destination reach test | BehaviorTree/Tasks/BTTask_MoveTo.h |
|
| bAllowPartialPath | FValueOrBBKey_Bool | If set, use incomplete path when goal can't be reached | BehaviorTree/Tasks/BTTask_MoveTo.h |
|
| bAllowStrafe | FValueOrBBKey_Bool | BehaviorTree/Tasks/BTTask_MoveTo.h |
|
|
| bObserveBlackboardValue | uint32 | BehaviorTree/Tasks/BTTask_MoveTo.h | ||
| bProjectGoalLocation | FValueOrBBKey_Bool | If set, goal location will be projected on navigation data (navmesh) before using | BehaviorTree/Tasks/BTTask_MoveTo.h |
|
| bReachTestIncludesAgentRadius | FValueOrBBKey_Bool | If set, radius of AI's capsule will be added to threshold between AI and goal location in destination reach test | BehaviorTree/Tasks/BTTask_MoveTo.h |
|
| bReachTestIncludesGoalRadius | FValueOrBBKey_Bool | If set, radius of goal's capsule will be added to threshold between AI and goal location in destination reach test | BehaviorTree/Tasks/BTTask_MoveTo.h |
|
| bRequireNavigableEndLocation | FValueOrBBKey_Bool | If set, the goal location will need to be navigable | BehaviorTree/Tasks/BTTask_MoveTo.h |
|
| bStartFromPreviousPath | FValueOrBBKey_Bool | If set, the path request will start from the end of the previous path (if any), and the generated path will be merged with the remaining points of the previous path | BehaviorTree/Tasks/BTTask_MoveTo.h |
|
| bTrackMovingGoal | FValueOrBBKey_Bool | If set, path to goal actor will update itself when actor moves | BehaviorTree/Tasks/BTTask_MoveTo.h |
|
| bUsePathfinding | uint32 | If set, move will use pathfinding. Not exposed on purpose, please use BTTask_MoveDirectlyToward | BehaviorTree/Tasks/BTTask_MoveTo.h | |
| FilterClass | FValueOrBBKey_Class | "None" will result in default filter being used | BehaviorTree/Tasks/BTTask_MoveTo.h |
|
| ObservedBlackboardValueTolerance | FValueOrBBKey_Float | If task is expected to react to changes to location represented by BB key this property can be used to tweak sensitivity of the mechanism. | BehaviorTree/Tasks/BTTask_MoveTo.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
EBlackboardNotificationResult OnBlackboardValueChange
(
const UBlackboardComponent& Blackboard, |
BehaviorTree/Tasks/BTTask_MoveTo.h |
Overridden from UBTTaskNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual EBTNodeResult::Type AbortTask
(
UBehaviorTreeComponent& OwnerComp, |
Aborts this task, should return Aborted or InProgress (use FinishLatentAbort() when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced! | BehaviorTree/Tasks/BTTask_MoveTo.h | |
virtual EBTNodeResult::Type ExecuteTask
(
UBehaviorTreeComponent& OwnerComp, |
Starts this task, should return Succeeded, Failed or InProgress (use FinishLatentTask() when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced! | BehaviorTree/Tasks/BTTask_MoveTo.h | |
virtual void OnMessage
(
UBehaviorTreeComponent& OwnerComp, |
Message handler, default implementation will finish latent execution/abortion this function should be considered as const (don't modify state of object) if node is not instanced! | BehaviorTree/Tasks/BTTask_MoveTo.h | |
virtual void OnTaskFinished
(
UBehaviorTreeComponent& OwnerComp, |
Called when task execution is finished this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyTaskFinished must be set to true for this function to be called Calling INIT_TASK_NODE_NOTIFY_FLAGS in the constructor of the task will set this flag automatically | BehaviorTree/Tasks/BTTask_MoveTo.h |
Overridden from UBTNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CleanupMemory
(
UBehaviorTreeComponent& OwnerComp, |
Cleanup memory block. CleanupNodeMemory template function is provided to help cleanup the memory. | BehaviorTree/Tasks/BTTask_MoveTo.h | |
virtual void DescribeRuntimeValues
(
const UBehaviorTreeComponent& OwnerComp, |
Gathers description of all runtime parameters | BehaviorTree/Tasks/BTTask_MoveTo.h | |
virtual uint16 GetInstanceMemorySize() |
Size of instance memory | BehaviorTree/Tasks/BTTask_MoveTo.h | |
virtual FName GetNodeIconName() |
Get the name of the icon used to display this node in the editor | BehaviorTree/Tasks/BTTask_MoveTo.h | |
virtual FString GetStaticDescription() |
BehaviorTree/Tasks/BTTask_MoveTo.h | ||
virtual void InitializeMemory
(
UBehaviorTreeComponent& OwnerComp, |
Initialize memory block. | BehaviorTree/Tasks/BTTask_MoveTo.h |
Overridden from IGameplayTaskOwnerInterface
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnGameplayTaskDeactivated
(
UGameplayTask& Task |
BehaviorTree/Tasks/BTTask_MoveTo.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual EBTNodeResult::Type PerformMoveTask
(
UBehaviorTreeComponent& OwnerComp, |
BehaviorTree/Tasks/BTTask_MoveTo.h | ||
virtual UAITask_MoveTo * PrepareMoveTask
(
UBehaviorTreeComponent& OwnerComp, |
Prepares move task for activation | BehaviorTree/Tasks/BTTask_MoveTo.h |