22 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=
"AI")
23 float Radius = 250.0f;
25 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
26 FBlackboardKeySelector TargetEnemy;
27 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
28 FBlackboardKeySelector MoveTargetLocation;
29 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
32 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=
"AI|Debugging")
33 bool bDebuggingMode = false;
34 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
36 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
37 FColor LocationColor = FColor::Green;
38 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
39 FColor LocationInRadiusColor = FColor::Blue;
40 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
41 float Thickness = 1.0f;
44 virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
45 virtual FString GetStaticDescription() const override;
47 virtual FName GetNodeIconName()
const override;
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13