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Sample AI Controller - GetRandomReachablePointInRadius - UE4
#include "Test/MovementAIController.h"
#include "Runtime/Engine/Classes/Kismet/GameplayStatics.h"
#include "AI/NavigationSystemBase.h"
#include "NavigationSystem.h"
void AMovementAIController::BeginPlay()
{
Super::BeginPlay();
GoToRandomWaypoint();
}
void AMovementAIController::GoToRandomWaypoint()
{
FVector Result;
if (GetRandomPointInRadius(GetPawn()->GetActorLocation(), 600, Result)) {
MoveToLocation(Result);
}
}
bool AMovementAIController::GetRandomPointInRadius(const FVector& Origin, float Radius, FVector& OutResult)
{
UNavigationSystemV1* NavSys = FNavigationSystem::GetCurrent<UNavigationSystemV1>(GetWorld());
if (!NavSys)
{
return false;
}
FVector Result;
bool bSuccess = NavSys->K2_GetRandomReachablePointInRadius(GetWorld(), Origin, Result, 600);
//Out
OutResult = Result;
return bSuccess;
}
void AMovementAIController::OnMoveCompleted(FAIRequestID RequestID, const FPathFollowingResult& Result)
{
Super::OnMoveCompleted(RequestID, Result);
GoToRandomWaypoint();
}
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