Move to Actor

Move to Actor

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Makes AI go toward specified Goal actor (destination will be continuously updated), aborts any active path following

Target is AIController

Move to Actor
Target
Goal
Acceptance Radius
Stop on Overlap
Use Pathfinding
Can Strafe
Filter Class
Select Class
Allow Partial Path
Return Value
Failed

Inputs

In
Exec
Target
AIController Object Reference
Goal
Actor Object Reference
Acceptance Radius
Float (single-precision)

finish move if pawn gets close enough

Stop on Overlap
Boolean

add pawn's radius to AcceptanceRadius

Use Pathfinding
Boolean

use navigation data to calculate path (otherwise it will go in straight line)

Can Strafe
Boolean

set focus related flag: bAllowStrafe

Filter Class
Navigation Query Filter Class Reference

navigation filter for pathfinding adjustments. If none specified DefaultNavigationFilterClass will be used

Allow Partial Path
Boolean

use incomplete path when goal can't be reached

Outputs

Out
Exec
Return Value
EPathFollowingRequestResult Enum