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FindPathSync Finds only 2 points

I am trying to find the turn points of an actor's path:

alt text

I use MoveToLocation function to move my actor to it's target by avoiding obstacles. I have been wondering how can I get the turn points of the path. I am using FindPathSync to find the actor's path and find all the vectors which build it:

                 FPathFindingQuery Query;
                 FAIMoveRequest MoveReq(AVikingKingPlayerController::mouseHit.ImpactPoint);
                 MoveReq.SetUsePathfinding(true);
 
                 bool bValidQuery = ((AAIController*)GetController())->PreparePathfinding(MoveReq, Query);
 
                 if (bValidQuery)
                 {
                     const FNavAgentProperties navAgetProp = FNavAgentProperties(34, 176);
 
                     UNavigationSystem* NavSys = UNavigationSystem::GetCurrent(GetWorld());
                     FPathFindingResult PathResult;
                     TArray<FVector> Result;
 
 
                     PathResult = NavSys->FindPathSync(navAgetProp, Query);
 
                     for (FNavPathPoint point : PathResult.Path->GetPathPoints())
                     {
                         Result.Add(point.Location);
                     }
                 }


Despite there is an obstacle in his way, and as I can see he arounds it, Result contains only 2 vectors - start and end vector. What do I do wrong? how can I get the turn points?

Product Version: UE 4.8
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asked Aug 23 '15 at 05:55 PM in C++ Programming

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Darkstorm1997
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When you're using detour avoidance the path found for AI is not being string-pulled since it's not required for crowd agents. The path contains the full navigation corridor information though.

If you need a string-pulled path you can always call PerformStringPulling on the path instance.

Cheers,

--mieszko

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answered Aug 23 '15 at 09:07 PM

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MieszkoZ STAFF
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avatar image Darkstorm1997 Aug 24 '15 at 11:04 AM

I have been noticed that PerformStringPulling belongs to FNavMeshPath: https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/AI/Navigation/FNavMeshPath/PerformStringPulling/index.html

I do not have any object that derives from FNavMeshPath, how can I use this function? correct me if I am wrong. Also, this functio get 2 vectors and returns nothing. How do I suppose to use it?

avatar image Darkstorm1997 Aug 27 '15 at 09:51 PM

Hey, After research I think I know how to use PerformStringPulling but I still can figure out what FNavMeshPath can I use to get PerformStringPulling.

avatar image MieszkoZ STAFF Aug 27 '15 at 10:08 PM

You need to call CastPath() on your FNavigationPath instance.

avatar image Darkstorm1997 Aug 28 '15 at 08:11 AM

Thank you it works great with NavMesh! Is it possible to get it work with AIController UCrowdFollowingComponent? My characters avoid each other with this component and the code does not seem to "know" this component.

avatar image Soumik_25 Apr 25 '19 at 02:53 AM

Can you please share how you do the PerformStringPulling function

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