Makes AI go toward specified Goal actor (destination will be continuously updated), aborts any active path following
Target is AIController
-1.000000
Select Class
Failed
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In
Exec
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Target
AIController Object Reference
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Goal
Actor Object Reference
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Acceptance Radius
Float
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finish move if pawn gets close enough |
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Stop on Overlap
Boolean
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add pawn's radius to AcceptanceRadius |
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Use Pathfinding
Boolean
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use navigation data to calculate path (otherwise it will go in straight line) |
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Can Strafe
Boolean
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set focus related flag: bAllowStrafe |
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Filter Class
Navigation Query Filter Class Reference
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navigation filter for pathfinding adjustments. If none specified DefaultNavigationFilterClass will be used |
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Allow Partial Path
Boolean
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use incomplete path when goal can't be reached |
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Out
Exec
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Return Value
EPathFollowingRequestResult Enum
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