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API > API/Runtime > API/Runtime/NavigationSystem > API/Runtime/NavigationSystem/UNavigationSystemV1
Description
Finds path instantly, in a FindPath Synchronously. Main advantage over FindPathToLocationSynchronously is that the resulting path will automatically get updated if goal actor moves more than TetherDistance away from last path node
| Name | FindPathToActorSynchronously |
| Type | function |
| Header File | /Engine/Source/Runtime/NavigationSystem/Public/NavigationSystem.h |
| Include Path | #include "NavigationSystem.h" |
| Source | /Engine/Source/Runtime/NavigationSystem/Private/NavigationSystem.cpp |
UFUNCTION (BlueprintCallable, Category="AI|Navigation", Meta=(WorldContext="WorldContextObject"))
static UNavigationPath * FindPathToActorSynchronously
(
UObject * WorldContextObject,
const FVector & PathStart,
AActor * GoalActor,
float TetherDistance,
AActor * PathfindingContext,
TSubclassOf < UNavigationQueryFilter > FilterClass
)
Parameters
| Name | Remarks |
|---|---|
| PathfindingContext | could be one of following: NavigationData (like Navmesh actor), Pawn or Controller. This parameter determines parameters of specific pathfinding query |