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9 changes: 5 additions & 4 deletions Source/DonAINavigation/Private/BehaviorTree/BTTask_FlyTo.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -309,26 +309,27 @@ void UBTTask_FlyTo::TickPathNavigation(UBehaviorTreeComponent& OwnerComp, FBT_Fl
return;
}

FVector flightDirection = queryResults.PathSolutionOptimized[MyMemory->solutionTraversalIndex] - pawn->GetActorLocation();
FVector deltaToNextNode = queryResults.PathSolutionOptimized[MyMemory->solutionTraversalIndex] - pawn->GetActorLocation();
FVector nextNodeDirection = deltaToNextNode.GetSafeNormal();

//auto navigator = Cast<IDonNavigator>(pawn);

// Add movement input:
if (MyMemory->bIsANavigator)
{
// Customized movement handling for advanced users:
IDonNavigator::Execute_AddMovementInputCustom(pawn, flightDirection, 1.f);
IDonNavigator::Execute_AddMovementInputCustom(pawn, nextNodeDirection, 1.f);
}
else
{
// Default movement (handled by Pawn or Character class)
pawn->AddMovementInput(flightDirection, 1.f);
pawn->AddMovementInput(nextNodeDirection, 1.f);
}

//UE_LOG(DoNNavigationLog, Verbose, TEXT("Segment %d Distance: %f"), MyMemory->solutionTraversalIndex, flightDirection.Size());

// Reached next segment:
if (flightDirection.Size() <= MinimumProximityRequired)
if (deltaToNextNode.Size() <= MinimumProximityRequired)
{
// Goal reached?
if (MyMemory->solutionTraversalIndex == queryResults.PathSolutionOptimized.Num() - 1)
Expand Down