25 UFUNCTION(BlueprintCallable, Category=
"AI Actions")
26 virtual
void CrouchAction(const
bool bCrouch = true) = 0;
28 UFUNCTION(BlueprintCallable, Category="AI Actions")
29 virtual
void Aim(const
bool bStartAiming = true) = 0;
30 UFUNCTION(BlueprintCallable, Category="AI Actions")
31 virtual
void ShootAction(const
bool bStartShooting = true) = 0;
32 UFUNCTION(BlueprintCallable, Category="AI Actions")
33 virtual
void ShootAtTargetAction(const
bool bStartShooting = true, const FVector& TargetLocation = FVector::ZeroVector) = 0;
35 UFUNCTION(BlueprintCallable, Category="AI Actions")
38 UFUNCTION(BlueprintCallable, Category="AI Actions")
39 virtual
bool CheckAmmo(
bool& bNeedToReload) const = 0;
41 UFUNCTION(BlueprintCallable, Category="AI Actions")
42 virtual
bool GetHasWeapon() const = 0;
49 UFUNCTION(BlueprintCallable, Category="AI Actions")
50 virtual uint8 GetWeaponFireMode() const = 0;
52 UFUNCTION(BlueprintCallable, Category="AI Actions")
53 virtual
float GetWeaponFireRate() const = 0;
56 UFUNCTION(BlueprintCallable, Category="AI Actions")
58 UFUNCTION(BlueprintCallable, Category="AI Actions")
59 virtual FVector PredictLocation(AActor* TargetActor) = 0;
60 UFUNCTION(BlueprintCallable, Category="AI Actions")
61 virtual
bool PickupObject(const AActor* TargetObject) = 0;
62 UFUNCTION(BlueprintCallable, Category="AI Actions")
63 virtual FVector GetLastKnownLocation(AActor* TargetActor, const TArray<
EAISense>& Senses) = 0;
66 UFUNCTION(BlueprintCallable, Category="AI Actions")
67 virtual
float MeleeAttack() = 0;
68 UFUNCTION(BlueprintCallable, Category="AI Actions")
69 virtual
float PlayAnimationMontage(UAnimMontage* Montage, const
float PlayRate = 1.0f, const
float InTimeToStartMontageAt = 0.0f, const
bool bStopAllMontages = true) = 0;
72 UFUNCTION(BlueprintCallable, Category = "AI Actions")
73 virtual TArray<AActor*> GetHostileActors() const = 0;
77 UFUNCTION(BlueprintCallable, Category = "AI Actions")
78 virtual TArray<AActor*> GetPerceivedObjects(const TArray<
EAIStimuliType> Filters) const = 0;
80 UFUNCTION(BlueprintCallable, Category = "AI Actions")
81 virtual AActor* GetBestHostileActor() const = 0;
85 UFUNCTION(BlueprintCallable, Category = "AI Actions")
86 virtual
float GetMaxHealth() const = 0;