AAIController::GetFocalPoint
#include "AIController.h"
Access: public
Specifiers: UFUNCTIONBlueprintCallableconst
Description
Returns the world-space position the controller is currently focused on, resolved across all priority levels. This is the position the pawn will rotate toward during UpdateControlRotation.
Caveats & Gotchas
- • Returns the highest-priority valid focal point. If a focus actor is set, the point is derived from the actor's location at call time, not cached — so the returned value changes each frame as the actor moves.
- • If no focus has been set at any priority, the returned vector may be FAISystem::InvalidLocation (a very large sentinel value). Always validate with FAISystem::IsValidLocation before using the result in math.
Signature
FVector GetFocalPoint() const Return Type
FVector Example
Check if pawn is roughly facing its focus C++
FVector FocalPt = GetFocalPoint();
if (!FAISystem::IsValidLocation(FocalPt))
{
return; // no focus set
}
FVector ToFocus = (FocalPt - GetPawn()->GetActorLocation()).GetSafeNormal();
float Dot = FVector::DotProduct(GetPawn()->GetActorForwardVector(), ToFocus);
bool bFacing = Dot > 0.95f; Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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