参考版本 4.20
FindPathToActorSynchronously 函数的使用方法:
UNavigationSystemV1::FindPathToActorSynchronously(UObject* WorldContextObject, const FVector& PathStart, AActor* GoalActor, float TetherDistance = 50.f, AActor* PathfindingContext = NULL, TSubclassOf<UNavigationQueryFilter> FilterClass = NULL);
注意:使用该函数需要修改 <项目名.Build.cs> 文件的,添加 “NavigationSystem” 模块儿
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "NavigationSystem" });