19 UFUNCTION(BlueprintCallable, Category=
"AI Tool Kit")
21 UFUNCTION(BlueprintCallable, Category=
"AI Tool Kit")
23 UFUNCTION(BlueprintCallable, Category=
"AI Tool Kit")
27 virtual bool GetTimeToWait(
float& WaitMin,
float& WaitMax)
const override;
28 virtual AActor* GetNextPatrolPointActor(
bool& bIsBridgeAvailable)
const override;
29 virtual AActor* GetNextBridgePatrolPointActor()
const override;
30 virtual AActor* GetPreviousPatrolPointActor(
bool& bIsBridgeAvailable)
const override;
31 virtual float GetRadius()
const override {
return Radius;};
32 virtual bool GetIsDeadEnd()
const override;
34 UFUNCTION(BlueprintCallable, Category =
"Base Helpers")
35 virtual
void SetGravityEnabled(const
bool bValue)
override{
return;};
36 UFUNCTION(BlueprintCallable, Category =
"Base Helpers")
37 virtual FString GetObjectDisplayName()
const override {
return "Patrol Point";};
38 UFUNCTION(BlueprintCallable, Category =
"Base Helpers")
39 virtual
FInteractionData GetInteractionData()
const override{
return InteractionData;};
40 UFUNCTION(BlueprintCallable, Category =
"Base Helpers")
41 virtual
bool GetIsCharacter()
const override{
return false;};
43 virtual void OnFinishSpawning()
override;
46 virtual void BeginPlay()
override;
48 virtual void OnConstruction(
const FTransform& Transform)
override;
51 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=
"AI Tool Kit")
52 class USceneComponent* SceneRoot;
53 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="AI Tool Kit")
54 class UAIPerceptionStimuliSourceComponent* AIStimuliComponent;
57 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="AI Tool Kit")
58 class UBillboardComponent* PreviewIcon;
59 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="AI Tool Kit")
60 class UArrowComponent* ArrowComponent;
61 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="AI Tool Kit")
62 class UCableComponent* PathCableComponent;
63 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="AI Tool Kit")
64 class UCableComponent* BridgePathCableComponent;
65 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="AI Tool Kit")
66 class USphereComponent* SphereRadiusComponent;
69 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI Tool Kit|Path")
72 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI Tool Kit|Path")
74 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI Tool Kit|Path")
75 int32 PathStartNumber = 0;
76 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI Tool Kit|Path")
77 bool bFinalPoint = false;
79 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI Tool Kit|Path")
80 bool bDeadEnd = false;
81 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI Tool Kit|Path")
82 bool bUseDirection = false;
83 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI Tool Kit|Path")
84 FLinearColor PathColor = FLinearColor::Blue;
85 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI Tool Kit|Path")
87 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI Tool Kit|Path")
89 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI Tool Kit|Path|Radius")
92 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI Tool Kit|Path|Bridge")
93 bool bCanBridge = false;
94 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI Tool Kit|Path|Bridge")
95 bool bBridgeEnd = false;
96 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI Tool Kit|Path|Bridge")
97 int32 BridgeToPathGroup = 0;
98 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI Tool Kit|Path|Bridge")
99 int32 BridgeToPathNumber = 0;
100 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI Tool Kit|Path|Bridge")
101 FLinearColor BridgePathColor = FLinearColor::Red;
104 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI Tool Kit|Path|
Wait")
105 bool bWaitRandomTime = true;
106 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI Tool Kit|Path|
Wait")
107 float TimeToWaitMin = 0.0f;
108 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI Tool Kit|Path|
Wait")
109 float TimeToWaitMax = 1.0f;
111 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI Tool Kit|Debugging")
112 bool bDebuggingMode = false;
114 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI Tool Kit|Path|Editor")
115 bool bUpdate = false;
116 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI Tool Kit|Path|Editor")
117 bool bMoveAllNumbersUp1 = false;
124 {InteractionData.SetOnlyInteractionVisible(
Interaction);}
127 {
return InteractionData.SetInteractionAvailable(
Interaction, bValue);}
130 {
return InteractionData.SetInteractionHold(
Interaction, bValue);}
133 {
return InteractionData.GetVisibleInteractions();}
135 {
return InteractionData.GetInteraction(Type,
Interaction);}
137 {
return InteractionData.GetDefaultInteraction(Type);}
142 void RemoveVisualizers()
const;
143 void UpdateVisualizers();
144 void UpdateAllNumbers();
146 TArray<APatrolPathPoint*> GetAllPathPoints()
const;
147 TArray<APatrolPathPoint*> GetAllPathPointsInGroup(
const int32 GroupNumber)
const;