34 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=
"AI")
35 float RotationDegrees = 90.0f;
38 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
39 float ForwardDistance = 500.0f;
40 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
41 bool bInstantTurn = true;
43 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
44 float InterpolationDuration = 2.0f;
45 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
46 float RandomDeviation = 0.1f;
48 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
49 bool bLookAround = false;
50 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
51 int32 TimesToLookAround = 1;
54 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
55 bool bDebuggingMode = false;
56 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
57 bool bShowCurrentFocus = true;
58 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
59 bool bShowText = true;
60 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
61 float PointSize = 20.0f;
62 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
63 FColor TargetFocalPointColor = FColor::Red;
64 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
65 float TargetFocalPointDuration = 2.0f;
66 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
67 FColor CurrentFocalPointColor = FColor::Yellow;
73 FVector TargetLocation = FVector::ZeroVector;
74 FVector TargetOppositeLocation = FVector::ZeroVector;
76 FVector FocalPoint = FVector::ZeroVector;
77 float TimeElapsed = 0.0f;
79 float RandomDeviationMultiplier = 0.0f;
81 int32 LookAroundCount = 0;
82 FVector StartLocation = FVector::ZeroVector;
83 FRotator StartRotation = FRotator::ZeroRotator;
85 FVector OriginalLocation = FVector::ZeroVector;
86 FRotator OriginalRotation = FRotator::ZeroRotator;
90 float AlphaTarget = 1.0f;
95 virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory)
override;
96 virtual EBTNodeResult::Type AbortTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory)
override;
97 virtual void TickTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory,
float DeltaSeconds)
override;
99 virtual uint16 GetInstanceMemorySize()
const override;
103 void InstantTurn(
const FBTTaskRotateMemory* RotateMemory, AAIController* AIController)
const;
104 void Turn(
FBTTaskRotateMemory* RotateMemory, AAIController* AIController,
const bool bForward =
true);
106 virtual FString GetStaticDescription()
const override;
109 virtual FName GetNodeIconName()
const override;
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13