G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UBTTask_MoveDirectlyToward Class Reference

Move Directly Toward task node. Moves the AI pawn toward the specified Actor or Location (Vector) blackboard entry in a straight line, without regard to any navigation system. If you need the AI to navigate, use the "Move To" node instead. More...

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UBTTask_MoveTo
static UClass StaticClass ()
Static Public Member Functions inherited from UBTTask_BlackboardBase
static UClass StaticClass ()
Static Public Member Functions inherited from UBTTaskNode
static UClass StaticClass ()
Static Public Member Functions inherited from UBTNode
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Additional Inherited Members

Public Member Functions inherited from UBTTask_MoveTo
void SetbRequireNavigableEndLocation (bool Value)
 if set, the goal location will need to be navigable
void SetbAllowStrafe (bool Value)
void SetbAllowPartialPath (bool Value)
 if set, use incomplete path when goal can't be reached
void SetbTrackMovingGoal (bool Value)
 if set, path to goal actor will update itself when actor moves
void SetbObserveBlackboardValue (bool Value)
 if move goal in BB changes the move will be redirected to new location
void SetbProjectGoalLocation (bool Value)
 if set, goal location will be projected on navigation data (navmesh) before using
void SetbReachTestIncludesAgentRadius (bool Value)
 if set, radius of AI's capsule will be added to threshold between AI and goal location in destination reach test
void SetbReachTestIncludesGoalRadius (bool Value)
 if set, radius of goal's capsule will be added to threshold between AI and goal location in destination reach test
Public Member Functions inherited from UBTTaskNode
void SetbIgnoreRestartSelf (bool Value)
 if set, task search will be discarded when this task is selected to execute but is already running
Public Member Functions inherited from UObject
bool MarkPackageDirty () const
void RemoveFromRoot ()
bool GetIsRooted () const
bool IsTransient () const
bool Modify (bool bAlwaysMarkDirty=true)
void SetTransactional (bool bTransactional)
bool IsSupportedForNetworking () const
UClass GetClass () const
UObject GetOuter () const
UObject GetTypedOuter (TSubclassOf< UObject > Target) const
 Traverses the outer chain searching for the next object of a certain type.
UPackage GetOutermost () const
UPackage GetPackage () const
void AddToRoot ()
UWorld GetWorld () const
FName GetName () const
FString GetFullName (const UObject StopOuter=nullptr) const
FString GetPathName (const UObject StopOuter=nullptr) const
bool IsA (const UClass Class) const
 Returns true if this object is of the specified type, or a child of that type.
void SaveConfig ()
void LoadConfig ()
void ReloadConfig ()
void CopyScriptPropertiesFrom (const UObject OtherObject)
void opCast (?&Address) const
FString ToString () const
Public Attributes inherited from UBTTask_MoveTo
float32 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. Value is recommended to be less than AcceptableRadius
TSubclassOf< UNavigationQueryFilter > FilterClass
 "None" will result in default filter being used
float32 AcceptableRadius
 fixed distance added to threshold between AI and goal location in destination reach test
Public Attributes inherited from UBTTask_BlackboardBase
FBlackboardKeySelector BlackboardKey
 blackboard key selector
Public Attributes inherited from UBTNode
FString NodeName
 node name
Public Attributes inherited from UObject
const UClass Class
const UObject Outer
const UPackage Outermost
const UPackage Package
const UWorld World
const FName Name
const bool IsRooted

Detailed Description

Move Directly Toward task node. Moves the AI pawn toward the specified Actor or Location (Vector) blackboard entry in a straight line, without regard to any navigation system. If you need the AI to navigate, use the "Move To" node instead.

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static