AAIController::SetFocalPoint
#include "AIController.h"
Access: public
Specifiers: virtualAIMODULE_API
Description
Sets a world-space position as the focal point at the given priority. The pawn's control rotation is updated to face this point each tick, with higher-priority slots overriding lower ones.
Caveats & Gotchas
- • SetFocalPoint sets a static world position. If the intended target moves, the AI will not track it — use SetFocus(Actor) to track a moving actor continuously.
- • In Blueprint, the K2_SetFocalPoint wrapper (exposed as 'Set Focal Point') always writes to the Gameplay priority slot. The C++ version provides access to the full priority system.
Signature
virtual void SetFocalPoint(FVector NewFocus, EAIFocusPriority::Type InPriority = EAIFocusPriority::Gameplay); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| NewFocus | FVector | World-space position the AI should look toward. | — |
| InPriority | EAIFocusPriority::Type | Priority slot to assign the focal point to. Defaults to Gameplay priority. | EAIFocusPriority::Gameplay |
Return Type
void Example
Make AI look at a fixed position while moving C++
SetFocalPoint(DoorLocation, EAIFocusPriority::Gameplay);
MoveToLocation(DestinationBeyondDoor); Version History
Introduced in: 4.8
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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