Space Plunder
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BTT_GetLastKnownLocation.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 "Data/AIDataTypes.h"
8#include "BTT_GetLastKnownLocation.generated.h"
9
13UCLASS()
14class AITOOLKIT_API UBTT_GetLastKnownLocation : public UBTTaskNode
15{
16 GENERATED_BODY()
17
18public:
19
21
22 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
23 float Radius = 250.0f;
24 //- Object to go Around //
25 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
26 FBlackboardKeySelector TargetEnemy;
27 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
28 FBlackboardKeySelector MoveTargetLocation;
29 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
30 TArray<EAISense> SensesToUse = {EAISense::Sight};
31
32 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
33 bool bDebuggingMode = false;
34 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
35 float Extent = 0.1f;
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;
42
43protected:
44 virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
45 virtual FString GetStaticDescription() const override;
46#if WITH_EDITOR
47 virtual FName GetNodeIconName() const override;
48#endif // WITH_EDITOR
49
50};
EAISense
Definition AIDataTypes.h:60
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition BTT_GetLastKnownLocation.h:15