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AISenseConfig_Actions.h
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1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "AISense_Actions.h"
7#include "Perception/AISenseConfig.h"
8#include "AISenseConfig_Actions.generated.h"
9
10// class FGameplayDebuggerCategory;
11
15UCLASS(meta = (DisplayName = "AI Actions Sense config"))
16class AITOOLKIT_API UAISenseConfig_Actions : public UAISenseConfig
17{
18 GENERATED_BODY()
19
20public:
21 /*The class reference which contains the logic for this sense config */
22 UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Sense", NoClear, config)
23 TSubclassOf<UAISense_Actions> Implementation;
24
25
26 UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Sense", config)
27 FAISenseAffiliationFilter DetectionByAffiliation;
28
30 UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Sense", config, meta = (UIMin = 0.0, ClampMin = 0.0))
31 float ActionRadius = 2000.0f;
32 UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Sense", config)
33 FColor ActionRangeColor = FColor::Red;
34
35 UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Sense|Debug", config)
36 float FriendsShapeSize = 200.0f;
37 UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Sense|Debug", config)
38 float FriendsShapeEndSize = 50.0f;
39 UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Sense|Debug", config)
40 float FriendsShapeThickness = 2.0f;
41 UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Sense|Debug", config)
42 FColor FriendColor = FColor(255,170,0);
43
44 /* True if you want to display the debug sphere around the pawn */
45 // UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Sense", config)
46 // bool bDisplayDebugSphere;
47
48 UAISenseConfig_Actions(const FObjectInitializer& ObjectInitializer);
49
50 /* The editor will call this when we're about to assign an implementation for this config */
51 virtual TSubclassOf<UAISense> GetSenseImplementation() const override;
52
53
54#if WITH_GAMEPLAY_DEBUGGER_MENU
55 bool bDisplayActionFriends = false;
56 virtual void DescribeSelfToGameplayDebugger(const UAIPerceptionComponent* PerceptionComponent, FGameplayDebuggerCategory* DebuggerCategory) const;
57#endif // WITH_GAMEPLAY_DEBUGGER_MENU
58
59};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition AISense_Actions.h:65
Definition AISenseConfig_Actions.h:17