20 virtual void TickNode(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory,
float DeltaSeconds)
override;
21 virtual FString GetStaticDescription()
const override;
25 virtual FName GetNodeIconName()
const override;
28 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=
"AI")
29 bool bResetIfNoneFound = true;
31 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
32 FBlackboardKeySelector TargetEnemy;
33 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
34 FBlackboardKeySelector bSomethingInTheWay;
36 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
37 bool bDebuggingMode = false;
38 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
39 bool bDebugAllEnemies = true;
40 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
41 float PointSize = 20.0f;
42 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
43 FColor EnemyPointColor = FColor::Yellow;
44 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
45 FColor TargetPointColor = FColor::Red;
50 AActor* BestHostile =
nullptr;
51 bool bSomethingInTheWay =
false;
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13