21 virtual void TickNode(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory,
float DeltaSeconds)
override;
22 virtual FString GetStaticDescription()
const override;
24 virtual FName GetNodeIconName()
const override;
27 virtual uint16 GetInstanceMemorySize()
const override;
29 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=
"AI")
30 FBlackboardKeySelector TargetActor;
31 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
32 FBlackboardKeySelector bHasLineOfSightToEnemy;
33 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
36 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
37 bool bDebuggingMode = false;
38 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
39 bool bDebugAllObjects = true;
40 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
41 float PointSize = 20.0f;
42 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
43 float LineDrawTime = 0.2f;
44 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
45 FColor ObjectPointColor = FColor::Yellow;
46 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
47 FColor TargetPointColor = FColor::Red;
52 bool bHasLineOfSight =
false;
53 AActor* TargetActor =
nullptr;
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13