AAIController::GetFocusActorForPriority
#include "AIController.h"
Access: public
Specifiers: inlineconst
Description
Returns the actor set as the focus target at the specified priority slot, or nullptr if no actor focus has been assigned at that priority.
Caveats & Gotchas
- • Returns nullptr if the priority index is out of range — the priorities array may be empty until a focus has been set at least once. Do not use raw integer indices without validating the array size.
- • The underlying storage is a TWeakObjectPtr. A non-null return does not guarantee the actor is still alive; if the actor was destroyed after SetFocus was called, the pointer resolves to null.
Signature
inline AActor* GetFocusActorForPriority(EAIFocusPriority::Type InPriority) const { return FocusInformation.Priorities.IsValidIndex(InPriority) ? FocusInformation.Priorities[InPriority].Actor.Get() : nullptr; } Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| InPriority | EAIFocusPriority::Type | The focus priority slot to query (Default=0, Move=1, Gameplay=2). | — |
Return Type
AActor* Example
Read the Gameplay-priority focus actor C++
AActor* GameplayFocusActor = MyAIController->GetFocusActorForPriority(EAIFocusPriority::Gameplay);
if (IsValid(GameplayFocusActor))
{
// AI is actively tracking this actor
} Tags
Version History
Introduced in: 4.8
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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