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")
26 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
31 virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
33 virtual FString GetStaticDescription() const override;
35 virtual FName GetNodeIconName()
const override;
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13