23 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=
"AI")
24 FBlackboardKeySelector TargetObject;
25 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
27 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
28 bool bResetIfNoneFound = true;
30 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
31 bool bDebuggingMode = false;
32 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
33 bool bDebugAllObjects = true;
34 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
35 float PointSize = 20.0f;
36 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
37 FColor ObjectPointColor = FColor::Yellow;
38 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
39 FColor TargetPointColor = FColor::Red;
43 virtual
void TickNode(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory,
float DeltaSeconds) override;
45 virtual FString GetStaticDescription() const override;
47 virtual FName GetNodeIconName()
const override;
50 virtual uint16 GetInstanceMemorySize()
const override;
55 AActor* BestTarget =
nullptr;
56 float NearestTargetDistance = 10000000.0f;
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13