22 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=
"AI|Debugging")
23 bool bDebuggingMode = false;
24 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
25 bool bShowText = true;
26 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
27 float PointSize = 20.0f;
28 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
29 FColor TraceColor = FColor::Green;
30 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
31 FColor TargetPatrolPointColor = FColor::Red;
33 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI", meta=(ToolTip="Object collision channel to filter for, used to find
Patrol Points and not every
object in the world."))
34 TEnumAsByte<EObjectTypeQuery> ObjectChannelToUse = ObjectTypeQuery1;
36 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI", meta=(ToolTip="Blackboard vector value used to send data from this node to something like the MoveTo Node."))
37 FBlackboardKeySelector MoveTargetLocation;
38 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI", meta=(ToolTip="Blackboard vector value used to send data from this node to something like the MoveTo Node."))
39 FBlackboardKeySelector bBridgeAvailable;
40 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI", meta=(ToolTip="Blackboard vector value used to send data from this node to something like the MoveTo Node."))
41 FBlackboardKeySelector NextPatrolPoint;
42 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI", meta=(ToolTip="Blackboard vector value used to send data from this node to something like the MoveTo Node."))
43 FBlackboardKeySelector NextBridgePatrolPoint;
45 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI", meta=(ToolTip="Blackboard vector value used to send data from this node to something like the MoveTo Node."))
46 FBlackboardKeySelector WaitTime;
48 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="AI", meta=(ToolTip="The size of the radius that the AI will look for a pathpoint in."))
49 float Radius = 2000.0f;
54 virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
56 virtual FString GetStaticDescription() const override;
58 virtual FName GetNodeIconName()
const override;
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13