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BTTask_SetFocus.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/BTTaskNode.h"
7#include "BTTask_SetFocus.generated.h"
8
17UCLASS()
18class AITOOLKIT_API UBTTask_SetFocus : public UBTTaskNode
19{
20 GENERATED_BODY()
21
22public:
24
25 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
26 bool bFocusPoint = false;
27 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
28 FBlackboardKeySelector TargetFocus;
29
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;
42
43protected:
44 virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
45
46 virtual FString GetStaticDescription() const override;
47#if WITH_EDITOR
48 virtual FName GetNodeIconName() const override;
49#endif // WITH_EDITOR
50
51};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition BTTask_SetFocus.h:19