Under the hood of UE: How does 'Simple Move to Location' work when the Pawn is Possessed by a Player Controller?

How does “Simple Move to Location” work with a Pawn Possessed by a Player Controller, under the hood?

I cannot find any documentation on this, it seems to have caused problems for many people over the years.

How can I access its settings and alter them? (acceptance radius, StopOnOverlap, ect.) and are there more settings analogous to “AI MoveTo” and “Move To Location or Actor” like OnMoveFinished or OnFail?

If that can’t be done, how can I access or re-create its function for “a Pawn Possessed by a Player Controller?”

e.g. Move command the player controller possessed pawn using nav mesh and path finding, to an actor or location, without unpossessing the pawn in anyway.

To those without the answer:

  1. “I need a picture of your nodes” That isn’t going to help you understand, I’m sorry but you aren’t the one who can answer this. You can create a new Top Down Game project and experience my issue yourself.

  2. “Why do you want to do this?” Probably for the same reasons someone made “Simple Move” function like this in the first place.

  3. “I wonder why it can do that” I have a fearful suspicion an engine developer made this functionality for himself when told to create a functioning “Top Down Game Template” over a decade ago; he did a great job but was rushed and didn’t worry about adding alterable settings because he knew how to do it manually under the hood; and no one has thought about it internally or updated it since because people use unreal for first/third person games mainly. And in the end all it would take is an Unreal Engine developer looking at “Simple Move to Location” and going “oh yeah, we could easily give it node options like the other MoveTo have.” Suddenly making unreal engine way friendlier to Top Down game developers.

I suggest you omit this in future.


The code is open for all to see.
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