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BTTask_SetBlackboardValue.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/Tasks/BTTask_BlackboardBase.h"
7#include "BTTask_SetBlackboardValue.generated.h"
8
12UCLASS()
13class AITOOLKIT_API UBTTask_SetBlackboardValue : public UBTTask_BlackboardBase
14{
15 GENERATED_BODY()
16
17
18public:
20
21 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
22 bool bIsBool = false;
23 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI", meta=(EditCondition="bIsBool"))
24 bool bValue = false;
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")
38 bool bIsInt = false;
39 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI", meta=(EditCondition="bIsInt"))
40 int32 IntValue = 0;
41 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
42 bool bIsEnum = false;
43 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI", meta=(EditCondition="bIsEnum"))
44 uint8 EnumValue = 0;
45 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
46 bool bIsString = false;
47 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI", meta=(EditCondition="bIsString"))
48 FString StringValue = "";
49
50protected:
51 virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent &OwnerComp, uint8 *NodeMemory) override;
52
53 virtual FString GetStaticDescription() const override;
54
55#if WITH_EDITOR
56 virtual FName GetNodeIconName() const override;
57#endif // WITH_EDITOR
58
59};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition BTTask_SetBlackboardValue.h:14