21 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=
"AI")
22 bool bMoveToBridge = false;
23 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
24 int32 GetPointAttempts = 4;
26 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
27 bool bOverrideRadius = false;
29 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
34 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
35 FBlackboardKeySelector NextPatrolPoint;
36 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
37 FBlackboardKeySelector NextBridgePatrolPoint;
41 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
42 FBlackboardKeySelector MoveTargetLocation;
43 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
44 FBlackboardKeySelector WaitTime;
45 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
46 FBlackboardKeySelector bBridgeAvailable;
47 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
48 FBlackboardKeySelector bPatrolBackwards;
51 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
52 bool bDebuggingMode = false;
53 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
54 bool bShowText = true;
55 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
56 float DebugPointSize = 20.0f;
57 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
58 float DebugPointDuration = 10.0f;
59 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
60 FColor TargetLocationColor = FColor::Yellow;
61 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
62 FColor PatrolPointColor = FColor::Red;
67 virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
69 virtual FString GetStaticDescription() const override;
71 virtual FName GetNodeIconName()
const override;
73 virtual uint16 GetInstanceMemorySize()
const override;
78 AActor* TargetPatrolPointActor =
nullptr;
80 float WaitTime = 0.0f;
81 float TimeToWaitMin = 0.0f;
82 float TimeToWaitMax = 0.0f;
85 bool bIsBridgeAvailable =
false;
87 bool bPatrolBackwards =
false;
88 AActor* NextPatrolPointActor =
nullptr;
89 AActor* PreviousPatrolPointActor =
nullptr;
90 AActor* NextBridgePatrolPointActor =
nullptr;
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13