AAIController::ReceiveMoveCompleted
#include "AIController.h"
Access: public
Specifiers: UPROPERTYBlueprintAssignable
Description
Multicast delegate fired when the current movement request finishes. Broadcasts the completed request ID and the result code (Success, Blocked, Invalid, etc.).
Caveats & Gotchas
- • In C++, prefer overriding OnMoveCompleted() for cleaner integration. ReceiveMoveCompleted is primarily designed for Blueprint; if you bind it in C++, use AddDynamic.
- • The delegate fires for every completion reason, including aborts triggered by StopMovement or a new MoveToActor call. Always check the Result parameter to distinguish success from failure.
Signature
UPROPERTY(BlueprintAssignable, meta = (DisplayName = "MoveCompleted"))
FAIMoveCompletedSignature ReceiveMoveCompleted; Examples
Bind a custom event to ReceiveMoveCompleted on BeginPlay
Blueprint
Bind in C++ to react to move completion C++
void AMyAIController::BeginPlay()
{
Super::BeginPlay();
ReceiveMoveCompleted.AddDynamic(this, &AMyAIController::OnMoveFinished);
}
void AMyAIController::OnMoveFinished(FAIRequestID RequestID, EPathFollowingResult::Type Result)
{
if (Result == EPathFollowingResult::Success)
{
// Reached destination
}
} Version History
Introduced in: 4.7
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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