25 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=
"AI")
26 bool bFocusPoint = false;
27 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
28 FBlackboardKeySelector TargetFocus;
30 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
31 bool bDebuggingMode = false;
32 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
33 float PointSize = 20.0f;
34 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
35 float LineLifetime = 20.0f;
36 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
37 float LineThickness = 1.0f;
38 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
39 FColor TargetPointColor = FColor::Red;
40 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
41 FColor TargetLineColor = FColor::Red;
44 virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
46 virtual FString GetStaticDescription() const override;
48 virtual FName GetNodeIconName()
const override;
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13