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BTTask_PrintDebug.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_PrintDebug.generated.h"
8
12UCLASS()
13class AITOOLKIT_API UBTTask_PrintDebug : public UBTTaskNode
14{
15 GENERATED_BODY()
16
17public:
19
20 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
21 bool PawnName = false;
22 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
23 FString Message = "Message Text";
24 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
25 bool Warning = true;
26 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
27 bool Error = false;
28
29
30protected:
31 virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
32
33 virtual FString GetStaticDescription() const override;
34#if WITH_EDITOR
35 virtual FName GetNodeIconName() const override;
36#endif // WITH_EDITOR
37
38};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition BTTask_PrintDebug.h:14