AAIController::GetFocalPointOnActor
#include "AIController.h"
Access: public
Specifiers: virtualUFUNCTIONBlueprintCallableconst
Description
Returns the world-space point on the given actor that the controller should look at. Override this to customize the aim point (e.g., aiming at a character's chest instead of the actor origin).
Caveats & Gotchas
- • The default implementation returns the actor's GetActorEyesViewPoint position, which for Pawns is typically the eye socket — not the root component origin. Subclasses that need a different bone or socket must override this explicitly.
- • Passing a null Actor pointer results in FAISystem::InvalidLocation being returned; callers should guard against null if the actor reference may be stale.
Signature
virtual FVector GetFocalPointOnActor(const AActor *Actor) const Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Actor | const AActor* | The actor whose representative focal position is returned. | — |
Return Type
FVector Example
Override to aim at a specific skeletal socket C++
FVector AMyAIController::GetFocalPointOnActor(const AActor* Actor) const
{
const ACharacter* Char = Cast<ACharacter>(Actor);
if (Char && Char->GetMesh())
{
return Char->GetMesh()->GetSocketLocation(TEXT("spine_03"));
}
return Super::GetFocalPointOnActor(Actor);
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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