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BTD_IsFocused.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 "BehaviorTree/BTDecorator.h"
7#include "BTD_IsFocused.generated.h"
8
12UCLASS()
13class AITOOLKIT_API UBTD_IsFocused : public UBTDecorator
14{
15 GENERATED_BODY()
16
17public:
18
20
21protected:
22
23 virtual FString GetStaticDescription() const override;
24#if WITH_EDITOR
25 virtual FName GetNodeIconName() const override;
26#endif // WITH_EDITOR
27
28
29 //- Can be AActor //
30 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
31 FBlackboardKeySelector TargetActor;
32 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
33 bool bHasAnyFocus = false;
34
35 virtual bool CalculateRawConditionValue(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) const override;
36
37
38};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition BTD_IsFocused.h:14