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Move To AI ​

UFPTask_MoveTo · Inherits UFlowPilotTask → UObject · Tasks/AI/FPTask_MoveTo.h

Moves one or more Agents to a destination location

Properties ​

PropertyDefaultDescription
Agent Reference
AgentReference · FFlowActorReference
Agent to run the behavior
Destination Reference
DestinationReference · FFlowActorReference
Location to run to
Filter Class
FilterClass · TSubclassOf<UNavigationQueryFilter>
Navigation Class Filter
Allow Partial Path
bAllowPartialPath · bool
trueAllows Partial Pathfinding if true
Use Pathfinding
bUsePathfinding · bool
trueUses Pathfinding if true
Require Navigable End Location
bRequireNavigableEndLocation · bool
trueChecks if destination is in Navmesh if true
Project Goal On Navigation
bProjectGoalOnNavigation · bool
trueProjects Goal Location on Navigation if true
Reach Test Includes Agent Radius
bReachTestIncludesAgentRadius · bool
trueTests Agent Radius against End Location to determine if at Goal
Reach Test Includes Goal Radius
bReachTestIncludesGoalRadius · bool
falseTests Goal Radius against Agent Radius to determine if at Goal
Can Strafe
bCanStrafe · bool
falseAllows an Agent to Focus at Gameplay Priority or Higher if true. if False, Agent focus will be set to Move
Acceptance Radius
AcceptanceRadius · float
5.0Acceptance Radius from Agent Location to determine if at Goal

Common Task options

Every Task also has Task Name, Description and Enabled, see FlowPilot Task.