/// <summary> /// Finds path instantly, in a FindPath Synchronously. Main advantage over FindPathToLocationSynchronously is that /// the resulting path will automatically get updated if goal actor moves more than TetherDistance away from last path node /// @param PathfindingContext could be one of following: NavigationData (like Navmesh actor), Pawn or Controller. This parameter determines parameters of specific pathfinding query /// </summary> public static UNavigationPath FindPathToActorSynchronously(UObject WorldContext, FVector PathStart, AActor GoalActor, float TetherDistance = 50.000000f, AActor PathfindingContext = default(AActor), TSubclassOf <UNavigationQueryFilter> FilterClass = default(TSubclassOf <UNavigationQueryFilter>)) { IntPtr ___ret = FindPathToActorSynchronously(IntPtr.Zero, WorldContext, ref PathStart, GoalActor, TetherDistance, PathfindingContext, FilterClass.NativeClass); if (___ret == IntPtr.Zero) { return(null); } UNavigationPath ___ret2 = new UNavigationPath() { _this = ___ret }; return(___ret2); }
/// <summary> /// Finds path instantly, in a FindPath Synchronously. /// @param PathfindingContext could be one of following: NavigationData (like Navmesh actor), Pawn or Controller. This parameter determines parameters of specific pathfinding query /// </summary> public static UNavigationPath FindPathToLocationSynchronously(UObject WorldContext, FVector PathStart, FVector PathEnd, AActor PathfindingContext, TSubclassOf <UNavigationQueryFilter> FilterClass) { IntPtr ___ret = FindPathToLocationSynchronously(IntPtr.Zero, WorldContext, ref PathStart, ref PathEnd, PathfindingContext, FilterClass.NativeClass); if (___ret == IntPtr.Zero) { return(null); } UNavigationPath ___ret2 = new UNavigationPath() { _this = ___ret }; return(___ret2); }