22 virtual FVector GetPawnLocation()
const override;
23 virtual void GetControllerViewPoint(FVector& out_Location, FRotator& out_Rotation)
const override;
27 virtual bool SaveGame()
override;
28 virtual bool LoadGame()
override;
33 virtual ETeamAttitude::Type GetTeamAttitudeTowards(
const AActor&
Other)
const override;
34 virtual void SetGenericTeamId(
const FGenericTeamId& NewTeamID)
override;
39 virtual void BeginPlay()
override;
40 virtual void OnPossess(APawn* InPawn)
override;
43 UPROPERTY(EditAnywhere, BlueprintReadOnly,Category=
"AI|Team")
44 FGenericTeamId TeamID;
45 UFUNCTION(BlueprintCallable, Category="AI")
46 int32 GetTeamID()
const{
return (TeamID == FGenericTeamId::NoTeam) ? INDEX_NONE : (int32)TeamID;};
49 UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category =
"AI")
50 TObjectPtr<UBehaviorTree> Behaviour =
nullptr;
52 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
53 bool bDebuggingMode = false;
55 void LogDebugError(const FString& Message) const;
56 void LogDebugError(const FString& Message, const int32 Value) const;
57 void LogDebugError(const FString& Message, const
float Value) const;
58 void LogDebugWarning(const FString& Message) const;
59 void LogDebugWarning(const FString& Message, const int32 Value) const;
60 void LogDebugWarning(const FString& Message, const
float Value) const;
62 void LogDebugMessage(const FString& Message, const
bool bWarning = false, const
bool bError = false) const;
63 void LogDebugMessage(const FString& Message, const int32 Value, const
bool bWarning = false, const
bool bError = false) const;
64 void LogDebugMessage(const FString& Message, const
float Value, const
bool bWarning = false, const
bool bError = false) const;
65 void LogDebugMessage(const FString& Message, const
bool bValue, const
bool bWarning, const
bool bError) const;
66 void LogOnScreenMessage(const int32 Key, const FString& Message, FColor Color = FColor::Green) const;
68 void SetCategoryName(const FLogCategoryBase& Category){CategoryName = Category.GetCategoryName();};
71 FLogCategoryName CategoryName = LogAIControllerBase.GetCategoryName();
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13