1.In Top-down Project,there is an Inputactionbind using SimpleMoveToLocaiton.
void AGodSimInputPlayerController::OnSetDestinationReleased()
{
// If it was a short press
if (FollowTime <= ShortPressThreshold)
{
// We move there and spawn some particles
UAIBlueprintHelperLibrary::SimpleMoveToLocation(this, CachedDestination);
UNiagaraFunctionLibrary::SpawnSystemAtLocation(this, FXCursor, CachedDestination, FRotator::ZeroRotator, FVector(1.f, 1.f, 1.f), true, true, ENCPoolMethod::None, true);
}
FollowTime = 0.f;
}
When I use “SimpleMovetoLocation” in the way,like it showing in the picture.it’s just not woking.
Hi,jwatte.
Do you mean the cast in the pic1(in Step2), that’s what i wanted.To show the directly calling of “SimpleMoveToLoc” does’t work well.
In pic2,i cast it to parent class which is writen in C++, and then the function calling of “SimMoveToLoc” works,which makes me confusing.
Here is the video about the differences .I take the video by win10 video capture, I dont know how to take video on different windons,so the Blueprint operate,didn’t recorded.
14s-23s,shows after the cast to C++ class,works well.(Bluepint Pic2)
30s-46s,shows directly connecting to “SimpleMovetoLocation” function,doesn’t work.(In Pic1)