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How to reset pathfinding?

I'm trying to implement Quake-like jump pads with the help of LaunchCharacter function. The problem is I can't get the AI to use it properly.

The most obvious solution was to use NavLinkProxy, but it does not give disirable effect: the AI approaches a jump pad from different sides and therefore are being launched earlier than it can reach the start point of a link, which leads to strange behaviour, when character cyclically tries to return to the first point of a link but ends up launched again. Analogous problem occures when the AI misses the end point of the link.

So the question is can I somehow reset the pathfinding component of a character, so it won't try to reach the first point of a link, but try to find a new path from the landing point?

Product Version: UE 4.18
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asked Jan 05 '18 at 07:37 AM in Blueprint Scripting

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Dain_Torson
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2 answers: sort voted first

Finally managed to solve the problem by rewriting the custom MoveTo task: alt text

In this case task isn't aborted by the StopMovement call. Many thanks to Mieszko!

Result: http://gph.is/2F92Jkp

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answered Jan 07 '18 at 11:43 PM

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Dain_Torson
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Have you tried calling StopMovement? It will abort current movement requests and will report back to your AI (assuming you're observing that, or using our stock BT move tasks).

Cheers,

--mieszko

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answered Jan 05 '18 at 11:18 AM

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MieszkoZ STAFF
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avatar image Dain_Torson Jan 05 '18 at 06:34 PM

Thank you for the reply, it did the trick, but I guess I can use it only as a temporary solution, cuz it interrupts BT MoveTo task. Is there any way to do it "transparently" to the BT, without interrupting the current task?

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