Space Plunder
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BTTask_PredictLocation.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_PredictLocation.generated.h"
8
33UCLASS()
34class AITOOLKIT_API UBTTask_PredictLocation : public UBTTaskNode
35{
36 GENERATED_BODY()
37
38public:
40
41 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
42 bool bUseCustomPredictionTime = false;
43 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI", meta=(EditCondition=bUseCustomPredictionTime))
44 float PredictionTime = 0.5f;
45 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
46 FBlackboardKeySelector TargetEnemy;
47 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
48 FBlackboardKeySelector TargetFireLocation;
49 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
50 bool bUseCustomDelayDuration = false;
51 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
52 float DelayDuration = 0.1f;
53
54protected:
55 virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
56 virtual EBTNodeResult::Type AbortTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
57 virtual void TickTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds) override;
58
59 virtual uint16 GetInstanceMemorySize() const override;
60 virtual FString GetStaticDescription() const override;
61#if WITH_EDITOR
62 virtual FName GetNodeIconName() const override;
63#endif // WITH_EDITOR
64
65private:
67 {
68 float StartTime = 0.0f;
69 AActor* TargetActor;
70 };
71};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition BTTask_PredictLocation.h:35
Definition BTTask_PredictLocation.h:67
AActor * TargetActor
Definition BTTask_PredictLocation.h:69