...The tutorials and forums about UEd mapping were what taught me the most about using the editor. This is my way of giving back.

If any of the information presented is incorrect, please do contact me at vincennes999@yahoo.com and I will correct it. Please put 'tutorial correction' or something similar in the subject line so I know it's not spam.



Move To Actor (Latent)





Move To Actor (Latent) will tell an AI pawn to walk/run to a specific destination while, optionally, looking at a specific object.

• The Target is the object variable, or reference, representing the AI Pawn.

• The Destination is self-explanatory.

• The Look At is completely optional and simply defines something the AI can 'look at' during the move to.

• bInterruptable determines if the move to command can be 'aborted' or halted. If binterruptable is checked, and, for example, the AI pawn is in the middle of the move and they see the player, they will interrupt their move to command and attack the player, or whatever else they're programmed to do. If bInterruptable is unchecked, then no matter what happens, the AI pawn will keep moving until it reaches its destination.