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BTTask_PlayMontage.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_PlayMontage.generated.h"
8
12UCLASS()
13class AITOOLKIT_API UBTTask_PlayMontage : public UBTTaskNode
14{
15 GENERATED_BODY()
16
17public:
19
20
21 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
22 UAnimMontage* Montage = nullptr;
23 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
24 float PlayRate = 1.0f;
25 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
26 float InTimeToStartMontageAt = 0.0f;
27 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
28 bool bStopAllMontages = true;
29protected:
30 virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
31 virtual EBTNodeResult::Type AbortTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
32 virtual void TickTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds) override;
33
34 virtual uint16 GetInstanceMemorySize() const override;
35 virtual FString GetStaticDescription() const override;
36#if WITH_EDITOR
37 virtual FName GetNodeIconName() const override;
38#endif // WITH_EDITOR
39
40private:
42 {
43 float StartTime = 0.0f;
44 float DelayDuration = 0.0f;
45 };
46
47
48};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition BTTask_PlayMontage.h:14
Definition BTTask_PlayMontage.h:42