Space Plunder
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CampaignAICharacter.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"
7#include "CampaignAICharacter.generated.h"
8
9UCLASS()
10class CUSTOMALS_API ACampaignAICharacter : public ACustomAICharacter
11{
12 GENERATED_BODY()
13
14public:
15 ACampaignAICharacter(const FObjectInitializer& ObjectInitializer);
16
17 virtual void Tick(float DeltaTime) override;
18
19 virtual void SetupComponents(AController* ControllerReference = nullptr, AActor* HUDReference = nullptr, const bool bIsLocallyControlled = false) override;
20
21protected:
22
23 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Character|Components")
24 class UDialogueComponent* DialogueComponent;
25 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Character|Components")
26 class UQuestGoalComponent* QuestGoalComponent;
27
28
29 virtual void BeginPlay() override;
30
31 virtual void OnDeath(AActor* OwningActor, const EDeathType DeathType, AActor* DeathCauser, AController* DeathInstigator) override;
32
33};
EDeathType
Definition BaseData.h:53
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition CampaignAICharacter.h:11
Definition CustomAICharacter.h:20
Definition DialogueComponent.Build.cs:6