# 01 Move To Blueprint

A Blueprint async node — works just like the engine's "AI Move To" but routes through the OWP network.

## Where to find it

In any Blueprint, right-click → search **"OWP AI Move To"**.

## Inputs

| Pin                    | Default | What it means                                                          |
| ---------------------- | ------- | ---------------------------------------------------------------------- |
| **Pawn**               | self    | The AI to move.                                                        |
| **Target Actor**       | None    | Goal actor (optional — preferred when set).                            |
| **Target Location**    | (0,0,0) | Goal position (used if Target Actor is empty).                         |
| **Acceptance Radius**  | -1      | How close to get to the goal. -1 = use the goal node's default radius. |
| **Stop On Overlap**    | true    | Skip the move if already at the target.                                |
| **Use Pathfinding**    | true    | Use NavMesh between waypoints.                                         |
| **Allow Partial Path** | true    | Accept partial routes if full path unreachable.                        |
| **Lock AI Logic**      | true    | Pause the behavior tree during the move.                               |
| **Step Distance**      | 200     | Distance between successive waypoints along splines.                   |

## Output pins

| Pin                     | When it fires                                                               |
| ----------------------- | --------------------------------------------------------------------------- |
| **On Success**          | Movement completed.                                                         |
| **On Fail**             | Pathfinding failed or move was canceled.                                    |
| **On Waypoint Reached** | Each time the AI reaches an intermediate node. Provides node, index, total. |

## Cancel

Save the returned async object and call **Cancel** on it to abort movement.

## Example

```
Event BeginPlay
    ↓
[OWP AI Move To]
    Pawn: self
    Target Location: <player location>
    ↓ (On Success)
Print "Arrived"
    ↓ (On Fail)
Print "Couldn't get there"
```

## Tips

* **Step Distance**: lower = smoother but more `MoveToLocation` calls. 200 is fine for pedestrians, 400–800 for vehicles.
* **Lock AI Logic** = false if you want the behavior tree to keep ticking during the move.
* For chasing a moving target, recompute on a timer (e.g. every 2 seconds) by canceling and starting a new Move To.


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