UAITask_MoveTo::UAITask_MoveTo(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { bIsPausable = true; RealGoalLocation = FAISystem::InvalidLocation; MoveGoalActor = nullptr; MoveAcceptanceRadius = GET_AI_CONFIG_VAR(AcceptanceRadius); bShouldStopOnOverlap = GET_AI_CONFIG_VAR(bFinishMoveOnGoalOverlap); bShouldAcceptPartialPath = GET_AI_CONFIG_VAR(bAcceptPartialPaths); bShouldUsePathfinding = true; AddRequiredResource(UAIResource_Movement::StaticClass()); }
UAITask_MoveTo::UAITask_MoveTo(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { bIsPausable = true; MoveRequestID = FAIRequestID::InvalidRequest; MoveRequest.SetAcceptanceRadius(GET_AI_CONFIG_VAR(AcceptanceRadius)); MoveRequest.SetReachTestIncludesAgentRadius(GET_AI_CONFIG_VAR(bFinishMoveOnGoalOverlap)); MoveRequest.SetAllowPartialPath(GET_AI_CONFIG_VAR(bAcceptPartialPaths)); MoveRequest.SetUsePathfinding(true); AddRequiredResource(UAIResource_Movement::StaticClass()); AddClaimedResource(UAIResource_Movement::StaticClass()); }