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AAIController::ResumeMove

function AIModule Since 4.7
#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);
	}
}

Version History

Introduced in: 4.7

Version Status Notes
5.6 stable

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