21 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=
"AI")
23 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI", meta=(EditCondition="bIsBool"))
25 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
26 bool bIsFloat = false;
27 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI", meta=(EditCondition="bIsFloat"))
28 float FloatValue = 0.0f;
29 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
30 bool bIsObject = false;
31 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI", meta=(EditCondition="bIsObject"))
32 AActor* Object =
nullptr;
33 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
34 bool bIsVector = false;
35 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI", meta=(EditCondition="bIsVector"))
36 FVector Vector = FVector::ZeroVector;
37 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
39 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI", meta=(EditCondition="bIsInt"))
41 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
43 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI", meta=(EditCondition="bIsEnum"))
45 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
46 bool bIsString = false;
47 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI", meta=(EditCondition="bIsString"))
48 FString StringValue = "";
51 virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent &OwnerComp, uint8 *NodeMemory) override;
53 virtual FString GetStaticDescription() const override;
56 virtual FName GetNodeIconName()
const override;
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13