voidfunctionMoveTo(ObjectReferenceakTarget, floatafXOffset=0.0, floatafYOffset=0.0, floatafZOffset=0.0, boolabMatchRotation=true)Native
Description
Wiki Description
Moves this reference to the location of the target reference, with the specified offset.
Documentation Comment
Moves this object to the position of the specified object, with an offset, and optionally matching its rotation
Caveats
CK Wiki - Notes
- MoveTo() should be avoided for placing other actors in sight of the player, as they will suddenly appear in an unrealistic way. Instead, consider placing them nearby but out of sight, and making them approach the player themselves, using Actor.PathToReference(...) or ForceGreet.
- Flora objects cannot be moved using MoveTo.
- Making an actor MoveTo() a furniture reference will make the actor immediately assume the position of "using" that furniture, without playing the furniture entrance animation. Example: PlayerRef.MoveTo(BedReference) will make the player lie down on the bed reference (without playing the bed entrance animation).
- MoveTo can cause undesirable results when moving an object to another actor, whose X and Y rotation angles are relative to that actor's looking angle, not their rotation relative to the world. Furthermore, as with ObjectReference.SetPosition(...), MoveTo doesn't take uneven terrain into account.
- In order to "straighten" or flatten an object's rotation, set the abMatchRotation parameter to False, or call ObjectReference.SetAngle(...) similar to the following:
myObject.MoveTo(Game.GetPlayer()) ;Or, whatever the target of the MoveTo() is
myObject.SetAngle(0.0, 0.0, 0.0)
- Actors moved with this function are always rotated correctly relative to the world.
CK Wiki - Known Bugs
- If an actor is already in the cell, and the player is also in the cell, leaving the cell, or arriving in the cell, MoveTo() does not function. As cells can be quite large in cities and multi-level buildings, ensuing dialogue can occur with the actor out-of-sight and/or out-of-hearing. Try ObjectReference.DisableNoWait(...), MoveTo(), ObjectReference.EnableNoWait(...), Actor.EvaluatePackage() sequence. Take care that the sequence happens out-of-sight of the player, such as during passage through a loading door.
- As of 1.9, calling Game.GetPlayer().MoveTo(AnyBedReference) will cause the Player's eyes to become stuck shut. They can only be opened again by using the showracemenu console command, or by reloading the game.
- All movement functions can cause ObjectReference.SetMotionType(...) when used on a reference that has had a ObjectReference.SetMotionType(...) applied.
- If you are moving a reference to an unloaded cell, its rotation will not be changed. This is an issue that is expected to affect all movement functions, and it was discovered via disassembly of Skyrim's 2011 release. (SKSE DLL authors will want to know that the problem occurs within the MoveRefrToPosition subroutine.)
Parameters
floatafXOffset=0.0
CK Wiki Description
How much to offset the move in the X direction.
floatafYOffset=0.0
CK Wiki Description
How much to offset the move in the Y direction.
floatafZOffset=0.0
CK Wiki Description
How much to offset the move in the Z direction.
boolabMatchRotation=true
CK Wiki Description
Whether the moved object should match the rotation of the target object or not
Examples
; Move Bob to his house, designated by a marker
Bob.MoveTo(BobsHouseMarker); Move Bob to his house, but don't match the rotation of the marker
Bob.MoveTo(BobsHouseMarker, abMatchRotation = false); Moves a portal 120 units in front of the player, 35 units under their height
Actor PlayerRef = Game.GetPlayer()
Portal.MoveTo(PlayerRef, 120.0 * Math.Sin(PlayerRef.GetAngleZ()), 120.0 * Math.Cos(PlayerRef.GetAngleZ()), PlayerRef.GetHeight() - 35.0)Auto-Generated Example
ObjectReference myObjectReference__akTarget
float myFloat__afXOffset
float myFloat__afYOffset
float myFloat__afZOffset
bool myBool__abMatchRotation
myObjectReference__toCallFunctionOn.MoveTo(myObjectReference__akTarget, myFloat__afXOffset, myFloat__afYOffset, myFloat__afZOffset, myBool__abMatchRotation)