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BTTask_Aim.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 "BTTask_Aim.generated.h"
8
16UCLASS()
17class AITOOLKIT_API UBTTask_Aim : public UBTTaskNode
18{
19 GENERATED_BODY()
20
21public:
23
24 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
25 bool bStartAiming = true;
26
27protected:
28 virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
29 virtual FString GetStaticDescription() const override;
30#if WITH_EDITOR
31 virtual FName GetNodeIconName() const override;
32#endif // WITH_EDITOR
33
34};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition BTTask_Aim.h:18