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AAIController::IsFollowingAPath

function AIModule Since 4.7
#include "AIController.h"
Access: public Specifiers: virtualoverrideAIMODULE_APIconst

Description

Returns true if the PathFollowingComponent currently has an active path being followed. Use this to check whether the AI is in motion before issuing a new move request.

Caveats & Gotchas

  • Returns false when movement is paused via PauseMove, even though a path still exists internally. If you need to distinguish paused-vs-idle-vs-moving, check GetMoveStatus() instead.
  • A true return does not guarantee forward progress — the pawn may be stuck or waiting on crowd avoidance. Pair this with a movement timeout if you need to detect stalls.

Signature

virtual bool IsFollowingAPath() const override;

Return Type

bool

Example

Avoid issuing redundant move requests C++
void AMyAIController::TryMoveToPatrolPoint(FVector PatrolPoint)
{
	if (!IsFollowingAPath())
	{
		MoveToLocation(PatrolPoint);
	}
}

Version History

Introduced in: 4.7

Version Status Notes
5.6 stable

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