class unreal.PawnAction_Move(outer=None, name='None')

Bases: unreal.PawnAction

Pawn Action Move

C++ Source:

  • Module: AIModule

  • File: PawnAction_Move.h

Editor Properties: (see get_editor_property/set_editor_property)

  • acceptable_radius (float): [Read-Write] Acceptable Radius

  • allow_new_same_class_instance (bool): [Read-Write] if this is FALSE and we’re trying to push a new instance of a given class,

    but the top of the stack is already an instance of that class ignore the attempted push

  • allow_strafe (bool): [Read-Write] Allow Strafe

  • always_notify_on_finished (bool): [Read-Write] if set, action will call OnFinished notify even when ending as FailedToStart

  • filter_class (type(Class)): [Read-Write] “None” will result in default filter being used

  • goal_actor (Actor): [Read-Write] Goal Actor

  • goal_location (Vector): [Read-Write] Goal Location

  • replace_active_same_class_instance (bool): [Read-Write] if this is TRUE, when we try to push a new instance of an action who has the

    same class as the action on the top of the stack, pop the one on the stack, and push the new one NOTE: This trumps bAllowNewClassInstance (e.g. if this is true and bAllowNewClassInstance is false the active instance will still be replaced)

  • should_pause_movement (bool): [Read-Write] this is a temporary solution to allow having movement action running in background while there’s

    another action on top doing its thing

    note: should go away once AI resource locking comes on-line

property acceptable_radius

[Read-Write] Acceptable Radius



property allow_strafe

[Read-Write] Allow Strafe



property filter_class

[Read-Write] “None” will result in default filter being used



property goal_actor

[Read-Write] Goal Actor



property goal_location

[Read-Write] Goal Location