AAIController::ResumeMove
#include "AIController.h"
Access: public
Specifiers: AIMODULE_API
Description
Resumes the last AI-paused move request if its ID matches RequestToResume. Returns true if movement was successfully resumed.
Caveats & Gotchas
- • Only resumes a move that was paused via PauseMove. If the move was cancelled or a new move was started while paused, ResumeMove returns false and the original path is gone.
- • The nav path is not re-validated after resuming. If the path became invalid while paused (e.g., a dynamic obstacle appeared), the pawn may resume into a blocked state until PathFollowingComponent detects the issue.
Signature
bool ResumeMove(FAIRequestID RequestToResume); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| RequestToResume | FAIRequestID | The ID of the previously paused move request to resume. | — |
Return Type
bool Example
Resume movement after finishing an interaction C++
void AMyAIController::EndInteraction()
{
if (ResumeMove(SavedMoveID))
{
// Path-following resumes from where it left off
}
else
{
// Move was cancelled while paused; issue a new one
MoveToActor(TargetActor);
}
} Tags
Version History
Introduced in: 4.7
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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