25 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=
"AI")
26 FBlackboardKeySelector bHasWeapon;
27 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
28 FBlackboardKeySelector bNeedToReload;
29 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
30 FBlackboardKeySelector bOutOfAmmo;
31 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
32 FBlackboardKeySelector WeaponFireMode;
33 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
34 FBlackboardKeySelector WeaponFireRate;
36 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
37 bool bCheckHasWeapon = true;
38 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
39 bool bCheckNeedToReload = true;
40 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
41 bool bCheckAmmo = true;
42 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
43 bool bCheckFireMode = true;
44 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
45 bool bCheckFireRate = true;
47 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
48 bool bDebuggingMode = false;
52 virtual
void TickNode(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory,
float DeltaSeconds) override;
54 virtual FString GetStaticDescription() const override;
56 virtual FName GetNodeIconName()
const override;
59 virtual uint16 GetInstanceMemorySize()
const override;
64 bool bOutOfAmmo =
false;
65 bool bHasWeapon =
false;
66 bool bNeedToReload =
false;
67 uint8 WeaponFireMode = 0;
68 float WeaponFireRate = 0.0f;
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13