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BTTask_Shoot.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_Shoot.generated.h"
8
12UCLASS()
13class AITOOLKIT_API UBTTask_Shoot : public UBTTaskNode
14{
15 GENERATED_BODY()
16
17public:
19
20 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
21 bool bStartShooting = true;
22
23
24protected:
25 virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
26
27 virtual FString GetStaticDescription() const override;
28#if WITH_EDITOR
29 virtual FName GetNodeIconName() const override;
30#endif // WITH_EDITOR
31
32};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition BTTask_Shoot.h:14