Hi Guys,
Those boolean variables would only be accessible directly by subclassing UCharacterMovementComponent (or your chosen nav movement derivative) and creating setter functions.
However, you can get to the fixed braking distance boolean and float indirectly via UNavMovementComponent::SetFixedBrakingDistance(float DistanceToEndOfPath). I added a blueprint callable function to my character class like so:
UFUNCTION(BlueprintCallable)
void SetFixedBrakingDistance(float BrakingDistance);
void AAICharacter::SetFixedBrakingDistance(float BrakingDistance)
{
GetCharacterMovement()->SetFixedBrakingDistance(BrakingDistance);
}
The body of that function sets bUseFixedBrakingDistanceForPaths to true if the value is greater than zero. Inversely, you can call ClearFixedBrakingDistance to set it to false.
Without sub classing the movement component, you can’t get to bUseAccelerationForPaths.