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;
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;
59 virtual uint16 GetInstanceMemorySize() const override;
60 virtual FString GetStaticDescription() const override;
62 virtual FName GetNodeIconName()
const override;
68 float StartTime = 0.0f;
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13