22 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=
"AI")
23 float DelayDuration = 0.2f;
24 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
26 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
27 FBlackboardKeySelector TargetObject;
28 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
29 FBlackboardKeySelector bIsSomethingInTheWay;
31 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
32 bool bDebuggingMode = false;
37 AActor* TargetActor =
nullptr;
38 float StartTime = 0.0f;
39 int32 TotalAttempts = -1;
47 virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory)
override;
48 virtual EBTNodeResult::Type AbortTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory)
override;
49 virtual void TickTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory,
float DeltaSeconds)
override;
51 virtual uint16 GetInstanceMemorySize()
const override;
53 virtual FString GetStaticDescription()
const override;
55 virtual FName GetNodeIconName()
const override;
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13