Hi all,
I am in the process of jumping from 4.12.5 to 4.13.0 and in our game, our player’s controller uses a PathFollowingComponent to move around, we give it the end point of any tap/mouse-down as the destination, and in 4.12 and before, as soon as we do this our player starts moving as soon as any partial path is available (essentially immediately). Now, I have to leave the end-point stationary (presumably until the entire path computes) before the player will move at all. This is a huge problem in a mobile game as the player is constantly “dragging” their finger around and this was working great for us before. So far I have only tested in P.I.E. with the mouse button down and dragging the mouse around, but I assume this will be the same on devices. Is there a new flag I need to set on the PathFollowingComponent to allow it to instantly move again?
The only real change I noticed when integrating was OnMoveFinished is now OnRequestFinished & takes a full result struct instead of just the result enum; but I’m at a loss to the change in the actual movement here. Thanks!
Edit: I should point out, we do a FindPathSync call to the NavigationSystem, then do a RequestMove with that PathResult’s Path, it seems previously (if this is relevant) that this would return to us OnMoveFinished with an enum result of “Skipped” and now we get OnRequestFinished with the result.Code enum of “Aborted.” It appears it is in RequestMove that maybe things have changed? I’ll continue investigating, but any help is greatly appreciated!
-Matt