AAIController::GetPathFollowingComponent
#include "AIController.h"
Access: public
Specifiers: UFUNCTIONBlueprintCallable
Description
Returns the PathFollowingComponent subobject responsible for executing movement along a nav path. Use this to access fine-grained path following state or configure movement tolerances directly.
Caveats & Gotchas
- • The PathFollowingComponent is private — this getter is the only way to access it. Do not store the returned pointer across frames without checking for validity, especially after controller re-possession.
- • Can return nullptr on controllers that were constructed without a PathFollowingComponent (e.g., custom lightweight AI controllers).
Signature
UPathFollowingComponent* GetPathFollowingComponent() const Return Type
UPathFollowingComponent* Example
Access the component to check path following state C++
UPathFollowingComponent* PFC = GetPathFollowingComponent();
if (PFC && PFC->HasReached(*GetPawn(), FAITargetSelection::Default))
{
// Pawn is at the target
} See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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