Path To location Synchronously pin questions

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Currently when an actor moves to a location, it does not account for other (stationary) actors, and results in bumping/getting stuck on other actor capsules.
I am not using the “pathfinding context” or “filter class” pins because I do not know what they do, and have been unable to find what they do online, while suspecting that they can be used to solve my issue.
If anyone could tell me what these pins are used for/how to use them or point me in the direction of resources, I would greatly appreciate it.

Hey @awdlkasdf!

Check the documentation on this node here!

The pathfinding context pin would be where you plug in the navmesh! That’s going to be very important for avoiding things with the movement, and will likely solve your stationary actor-bumping issue :slight_smile:

thank you for the response! I had found this page earlier in my research on the node, but what I was unable to find was what exactly happens when a navdata/pawn/controller is plugged in.
Does it just find a path to the location taking the input into account?
What if I want multiple contexts for the path?
And what exactly is a filter class?

thank you for taking the time to answer!

Yes, it does. So the navdata/Navmesh that goes in here needs to already be set in the world, then called on and made reference to by this actor. Pawn/controller see less use cases.

You can use a query filter to make an AI more or less likely to use a certain area of the navmesh- like police taping. You can still go THROUGH it but people are more likely to go around it- unless they absolutely have to. It’s like that :slight_smile:

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