unreal.BTTask_MoveDirectlyToward¶
- class unreal.BTTask_MoveDirectlyToward(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
BTTask_MoveToMove Directly Toward task node. Moves the AI pawn toward the specified Actor or Location (Vector) blackboard entry in a straight line, without regard to any navigation system. If you need the AI to navigate, use the “Move To” node instead.
C++ Source:
Module: AIModule
File: BTTask_MoveDirectlyToward.h
Editor Properties: (see get_editor_property/set_editor_property)
acceptable_radius(ValueOrBBKey_Float): [Read-Write] fixed distance added to threshold between AI and goal location in destination reach testallow_partial_path(ValueOrBBKey_Bool): [Read-Write] if set, use incomplete path when goal can’t be reachedallow_strafe(ValueOrBBKey_Bool): [Read-Write]blackboard_key(BlackboardKeySelector): [Read-Write] blackboard key selectorfilter_class(ValueOrBBKey_Class): [Read-Write] “None” will result in default filter being usedignore_restart_self(bool): [Read-Write] if set, task search will be discarded when this task is selected to execute but is already runningnode_name(str): [Read-Write] node nameobserved_blackboard_value_tolerance(ValueOrBBKey_Float): [Read-Write] if task is expected to react to changes to location represented by BB keythis property can be used to tweak sensitivity of the mechanism. Value is recommended to be less than AcceptableRadius
project_goal_location(ValueOrBBKey_Bool): [Read-Write] if set, goal location will be projected on navigation data (navmesh) before usingreach_test_includes_agent_radius(ValueOrBBKey_Bool): [Read-Write] if set, radius of AI’s capsule will be added to threshold between AI and goal location in destination reach testreach_test_includes_goal_radius(ValueOrBBKey_Bool): [Read-Write] if set, radius of goal’s capsule will be added to threshold between AI and goal location in destination reach testrequire_navigable_end_location(ValueOrBBKey_Bool): [Read-Write] if set, the goal location will need to be navigablestart_from_previous_path(ValueOrBBKey_Bool): [Read-Write] 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 pathtrack_moving_goal(ValueOrBBKey_Bool): [Read-Write] if set, path to goal actor will update itself when actor moves