20 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=
"AI")
21 bool bStartShooting = true;
25 virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
27 virtual FString GetStaticDescription() const override;
29 virtual FName GetNodeIconName()
const override;
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13