Space Plunder
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BTS_PredictLocation.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/BTService.h"
7#include "BTS_PredictLocation.generated.h"
8
16UCLASS()
17class AITOOLKIT_API UBTS_PredictLocation : public UBTService
18{
19 GENERATED_BODY()
20
21public:
23
24protected:
25 virtual void TickNode(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds) override;
26 virtual FString GetStaticDescription() const override;
27#if WITH_EDITOR
28 virtual FName GetNodeIconName() const override;
29#endif // WITH_EDITOR
30
31 virtual uint16 GetInstanceMemorySize() const override;
32
33 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
34 FBlackboardKeySelector TargetActor;
35 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
36 FBlackboardKeySelector TargetLocation;
37
38 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
39 bool bDebuggingMode = false;
40 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
41 float SphereSize = 10.0f;
42 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
43 float SphereLifetime = 1.0f;
44 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
45 FColor TargetSphereColor = FColor::Red;
46
47private:
49 {
50 AActor* TargetActor = nullptr;
51 FVector TargetLocation = FVector::ZeroVector;
52 };
53
54
55};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
This class is a behavior tree service node that predicts the location of a target actor and sets it i...
Definition BTS_PredictLocation.h:18
Definition BTS_PredictLocation.h:49