How to dynamically enable/disable RVO avoidance?

Hey there,

my NPC characters and player characters use the same character blueprint (with different controller blueprints).

Only the NPC characters, however, are supposed to use the RVO avoidance system to not run into each other (manually controlling a character with enabled avoidance feels very weird) - the only way to enable/disable RVO that I found is the checkbox in the character blueprint defaults.

Is there any way to enable/disable RVO for a certain character during runtime? A console command or something like that maybe?

Thanks in advance

Sorry for pushing - anyone?

From either your AIController or PlayerController blueprint:

Right click on empty space and Get Controlled Pawn, plug the return value into Get Movement Component, and the return value from that into Cast to CharacterMovementComponent, and the As Character Movement Component into Set Avoidance Enabled.

All but Get Movement Component are context sensitive, so if they aren’t available that’s why. If you want to change this from outside of the controller you’ll want to set a target for ‘get controlled pawn’.

I didn’t think of casting to CharacterMovementComponent, that’s probably why I never found that function - thank you very much, that helped a lot!