APawn::GetNavAgentLocation
#include "GameFramework/Pawn.h"
Access: public
Specifiers: virtualoverrideUFUNCTIONBlueprintCallable
Description
Returns the pawn's location as seen by the navigation system — the actor location offset downward by BaseEyeHeight. This represents the approximate foot/base position used for pathfinding queries.
Caveats & Gotchas
- • The default implementation subtracts BaseEyeHeight along Z, not the capsule half-height. For standard Characters this means the nav location is slightly above the actual floor position — use the CharacterMovementComponent's UpdatedComponent base when floor precision matters.
- • This is an INavAgentInterface override; it is called by the navigation system, not directly by gameplay code. Overriding it incorrectly can break pathfinding for AI controllers that possess this pawn.
Signature
virtual FVector GetNavAgentLocation() const override Return Type
FVector Example
Spawn a nav debug sphere at the agent location C++
// In a debug draw helper function
FVector AgentLoc = MyPawn->GetNavAgentLocation();
DrawDebugSphere(GetWorld(), AgentLoc, 20.f, 8, FColor::Green, false, 2.f); Tags
Version History
Introduced in: 4.6
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?