RealDocs

UCharacterMovementComponent::CanStartPathFollowing

function Engine Since 4.0
#include "GameFramework/CharacterMovementComponent.h"
Access: public Specifiers: virtualoverride

Description

Queried by the path following component to check whether this character is currently in a movement state where following a path can begin.

Caveats & Gotchas

  • Overrides UNavMovementComponent::CanStartPathFollowing() — the base UMovementComponent has no path-following concept at all.
  • Called every time UPathFollowingComponent tries to start or resume a move; returning false silently blocks AI movement requests without an error.
  • The default implementation checks movement mode, not whether a valid path exists — a bogus or unreachable path can still 'start' successfully.

Signature

virtual bool CanStartPathFollowing() const override

Return Type

bool

Example

Blocking path following while ragdolled C++
bool UMyCharacterMovementComponent::CanStartPathFollowing() const
{
	if (bIsRagdolling)
	{
		return false;
	}
	return Super::CanStartPathFollowing();
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.