Space Plunder
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BTT_FindRandomPatrolPoint.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/BTTaskNode.h"
7#include "BTT_FindRandomPatrolPoint.generated.h"
8
12UCLASS()
13class AITOOLKIT_API UBTT_FindRandomPatrolPoint : public UBTTaskNode
14{
15 GENERATED_BODY()
16
17public:
18
20
21
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;
32
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;
35
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;
44
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;
47
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;
50
51
52
53protected:
54 virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
55
56 virtual FString GetStaticDescription() const override;
57#if WITH_EDITOR
58 virtual FName GetNodeIconName() const override;
59#endif // WITH_EDITOR
60
61};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition BTT_FindRandomPatrolPoint.h:14