22 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=
"AI")
24 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
25 bool bFocusPoint = true;
26 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
27 FBlackboardKeySelector Target;
30 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
31 bool bDebuggingMode = false;
32 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
33 float PointSize = 20.0f;
34 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
35 float LineLifetime = 20.0f;
36 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
37 float LineThickness = 1.0f;
38 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
39 FColor TargetPointColor = FColor::Red;
40 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
41 FColor TargetLineColor = FColor::Red;
44 virtual
void TickNode(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, const
float DeltaSeconds) override;
45 virtual
void OnBecomeRelevant(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
47 virtual FString GetStaticDescription() const override;
49 virtual FName GetNodeIconName()
const override;
55 bool SetFocusToActor(AActor* TargetActor,
class AAIController* Controller)
const;
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13