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Module |
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Header |
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_MoveTo.h |
Include |
#include "BehaviorTree/Tasks/BTTask_MoveTo.h" |
class UBTTask_MoveTo : public UBTTask_BlackboardBase
Move To task node. Moves the AI pawn toward the specified Actor or Location blackboard entry using the navigation system.
Name | Description | ||
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float |
AcceptableRadius |
Fixed distance added to threshold between AI and goal location in destination reach test |
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uint32: 1 |
bAllowPartialPath |
If set, use incomplete path when goal can't be reached |
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uint32: 1 |
bAllowStrafe |
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uint32: 1 |
bObserveBlackboardValue |
If move goal in BB changes the move will be redirected to new location |
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uint32: 1 |
bProjectGoalLocation |
If set, goal location will be projected on navigation data (navmesh) before using |
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uint32: 1 |
bReachTestIncludesAgentRadius |
If set, radius of AI's capsule will be added to threshold between AI and goal location in destination reach test |
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uint32: 1 |
bReachTestIncludesGoalRadius |
If set, radius of goal's capsule will be added to threshold between AI and goal location in destination reach test |
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uint32: 1 |
bStopOnOverlap |
DEPRECATED, please use combination of bReachTestIncludes*Radius instead |
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uint32: 1 |
bStopOnOverlapNeedsUpdate |
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uint32: 1 |
bTrackMovingGoal |
If set, path to goal actor will update itself when actor moves |
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uint32: 1 |
bUsePathfinding |
If set, move will use pathfinding. Not exposed on purpose, please use BTTask_MoveDirectlyToward |
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TSubclassOf< UN... |
FilterClass |
"None" will result in default filter being used |
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float |
ObservedBlackboardValueTolerance |
If task is expected to react to changes to location represented by BB key this property can be used to tweak sensitivity of the mechanism. |
Name | Description | |
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UBTTask_MoveTo ( |
Name | Description | ||
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EBlackboardN... |
OnBlackboardValueChange ( |
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EBTNodeResul... |
PerformMoveTask ( |
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UAITask_Move... |
PrepareMoveTask ( |
Prepares move task for activation |
Name | Description | ||
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EBTNodeResul... |
AbortTask ( |
Aborts this task, should return Aborted or InProgress (use FinishLatentAbort() when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced! |
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EBTNodeResul... |
ExecuteTask ( |
Starts this task, should return Succeeded, Failed or InProgress (use FinishLatentTask() when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced! |
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OnMessage ( |
Message handler, default implementation will finish latent execution/abortion this function should be considered as const (don't modify state of object) if node is not instanced! |
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OnTaskFinished ( |
Called when task execution is finished this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyTaskFinished must be set to true for this function to be called Calling INIT_TASK_NODE_NOTIFY_FLAGS in the constructor of the task will set this flag automatically |
Name | Description | ||
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DescribeRuntimeValues ( |
Gathers description of all runtime parameters |
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GetInstanceMemorySize() |
Size of instance memory |
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GetNodeIconName() |
Get the name of the icon used to display this node in the editor |
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GetStaticDescription() |
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OnNodeCreated() |
Called after creating new node in behavior tree editor, use for versioning |
Name | Description | ||
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
Name | Description | ||
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OnGameplayTaskDeactivated ( |
Notify called after GameplayTask changes state from Active (finishing or pausing) |