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AIControllerCore.h
Go to the documentation of this file.
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "AIController.h"
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#include "
Character/AI/AIControllerBase.h
"
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#include "
Data/AIDataTypes.h
"
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#include "AIControllerCore.generated.h"
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UCLASS
()
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class AITOOLKIT_API
AAIControllerCore
: public
AAIControllerBase
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{
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GENERATED_BODY()
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public
:
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AAIControllerCore
();
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virtual
void
Tick(
float
DeltaTime)
override
;
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//~ Generic Team Interface
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virtual
ETeamAttitude::Type GetTeamAttitudeTowards(
const
AActor&
Other
)
const override
;
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// virtual void SetGenericTeamId(const FGenericTeamId& NewTeamID) override;
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// virtual FGenericTeamId GetGenericTeamId() const override{return TeamID;};
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//~ Generic Team Interface
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protected
:
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virtual
void
BeginPlay()
override
;
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virtual
void
OnPossess(APawn* InPawn)
override
;
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//~ Generic Team Interface
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// UPROPERTY(EditAnywhere, BlueprintReadOnly)
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// FGenericTeamId TeamID;
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// UFUNCTION(BlueprintCallable, Category="Defence")
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// int32 GetTeamID() const{return (TeamID == FGenericTeamId::NoTeam) ? INDEX_NONE : (int32)TeamID;};
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//~ Generic Team Interface
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=
"Defence"
)
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EFactionType
Faction =
EFactionType
::
Alliance
;
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// UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "AI")
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// TObjectPtr<UBehaviorTree> Behaviour = nullptr;
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// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Defence")
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// bool bDebuggingMode = false;
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};
AIControllerBase.h
AIDataTypes.h
EFactionType
EFactionType
Definition
AIDataTypes.h:103
EFactionType::Alliance
@ Alliance
UCLASS
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition
ChatSystemComponent.h:13
EOnlineSubsystem::Other
@ Other
AAIControllerBase
Definition
AIControllerBase.h:15
AAIControllerCore
Definition
AIControllerCore.h:13
SpaceAdventure
Plugins
AIToolKit
Source
AIToolKit
Public
Controllers
AIControllerCore.h
Generated by
1.10.0