AAIController::SetMoveBlockDetection
#include "AIController.h"
Access: public
Specifiers: UFUNCTIONBlueprintCallable
Description
Enables or disables movement block detection on the PathFollowingComponent. When enabled, the component monitors whether the pawn is making progress and fires a stuck event if it stops moving.
Caveats & Gotchas
- • Block detection is handled entirely by UPathFollowingComponent. This function simply forwards to it — if PathFollowingComponent is null, the call is silently ignored.
- • Disabling block detection means stuck pawns will never be notified. Only disable it if you have your own stuck-detection logic, otherwise AIs can freeze indefinitely against geometry.
Signature
void SetMoveBlockDetection(bool bEnable) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| bEnable | bool | True to enable block detection, false to disable it. | — |
Return Type
void Example
Disable block detection during a cinematic move C++
// Temporarily disable stuck detection during a scripted sequence
SetMoveBlockDetection(false);
MoveToLocation(CinematicDestination, 50.f);
// Re-enable after the sequence is done via the move completed callback Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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