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STT_Aim.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 "StateTreeTaskBase.h"
6#include "STT_Aim.generated.h"
7
12USTRUCT()
14{
15 GENERATED_BODY()
16
17
18 // UPROPERTY(EditAnywhere, Category = "Parameter")
19 // TObjectPtr<AActor> ReferenceActor = nullptr;
20
21};
22
23
24
25USTRUCT(meta = (DisplayName = "Aim"))
26struct FStateTree_Aim : public FStateTreeTaskCommonBase
27{
28 GENERATED_BODY()
29
30 FStateTree_Aim() = default;
32 virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }
33
34
35 virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
36 virtual void ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
37
38 UPROPERTY(EditAnywhere, Category="Parameter")
39 bool bStartAiming = true;
40
41};
Definition STT_Aim.h:27
Definition STT_Aim.h:14