If we’re talking about C++ solution the easiest way is to derive from UPathFollowingComponent
and set MyDefaultAcceptanceRadius
in that derived class’ constructor. Then make your AI use that derived path following component. You can find more details here: A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums1-_Making_AI_Jump_as_a_Part_of_Path_Following
If you want to solve the problem in blueprints just don’t use SimpleMoveToLocation
, use other Move To functions, like AIMoveTo
or simply use Behavior Trees that give you a lot more power.
–mieszko