20 virtual bool GetTimeToWait(
float& WaitMin,
float& WaitMax)
const override;
21 virtual AActor* GetNextPatrolPointActor(
bool& bIsBridgeAvailable)
const override;
22 virtual AActor* GetNextBridgePatrolPointActor()
const override;
23 virtual AActor* GetPreviousPatrolPointActor(
bool& bIsBridgeAvailable)
const override;
24 virtual float GetRadius()
const override {
return Radius;};
25 virtual bool GetIsDeadEnd()
const override;
27 UFUNCTION(BlueprintCallable, Category =
"Base Helpers")
28 virtual
void SetGravityEnabled(const
bool bValue)
override{
return;};
29 UFUNCTION(BlueprintCallable, Category =
"Base Helpers")
30 virtual FString GetObjectDisplayName()
const override {
return "Patrol Path";};
31 UFUNCTION(BlueprintCallable, Category =
"Base Helpers")
32 virtual
FInteractionData GetInteractionData()
const override{
return InteractionData;};
33 UFUNCTION(BlueprintCallable, Category =
"Base Helpers")
34 virtual
bool GetIsCharacter()
const override{
return false;};
36 virtual void OnFinishSpawning()
override;
40 virtual void BeginPlay()
override;
43 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=
"AI Tool Kit")
44 class UAIPerceptionStimuliSourceComponent* AIStimuliComponent;
45 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="AI Tool Kit")
46 class USplineComponent* SplineComponent;
49 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI Tool Kit|Path")
54 UFUNCTION(BlueprintCallable, Category = "
Base Helpers")
57 UFUNCTION(BlueprintCallable, Category =
"Base Helpers")
59 {InteractionData.SetOnlyInteractionVisible(
Interaction);}
61 UFUNCTION(BlueprintCallable, Category =
"Base Helpers")
63 {
return InteractionData.SetInteractionAvailable(
Interaction, bValue);}
65 UFUNCTION(BlueprintCallable, Category =
"Base Helpers")
67 {
return InteractionData.SetInteractionHold(
Interaction, bValue);}
69 UFUNCTION(BlueprintCallable, Category =
"Base Helpers")
71 {
return InteractionData.GetVisibleInteractions();}
72 UFUNCTION(BlueprintCallable, Category =
"Base Helpers")
74 {
return InteractionData.GetInteraction(Type,
Interaction);}
75 UFUNCTION(BlueprintCallable, Category =
"Base Helpers")
77 {
return InteractionData.GetDefaultInteraction(Type);}
81 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=
"AI Tool Kit|Path")
82 FLinearColor PathColor = FLinearColor::Blue;
84 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI Tool Kit|Path")
86 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI Tool Kit|Path|Radius")
89 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI Tool Kit|Debugging")
90 bool bDebuggingMode = false;
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13