17 UPROPERTY(EditAnywhere, Category=
"Parameter", meta=(ToolTip=
"Wait time at Patrol point."))
18 float WaitTime = 2.0f;
19 UPROPERTY(EditAnywhere, Category="Parameter")
20 FVector MoveTargetLocation = FVector::ZeroVector;
21 UPROPERTY(EditAnywhere, Category="Parameter")
22 bool bBridgeAvailable = false;
23 UPROPERTY(EditAnywhere, Category="Parameter")
24 AActor* NextPatrolPoint =
nullptr;
25 UPROPERTY(EditAnywhere, Category="Parameter")
26 AActor* NextBridgePatrolPoint =
nullptr;
40 virtual const UStruct* GetInstanceDataType()
const override {
return FInstanceDataType::StaticStruct(); }
43 virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context,
const FStateTreeTransitionResult& Transition)
const override;
45 virtual void ExitState(FStateTreeExecutionContext& Context,
const FStateTreeTransitionResult& Transition)
const override;
47 UPROPERTY(EditAnywhere, Category=
"Parameter|Debugging")
48 bool bDebuggingMode = false;
49 UPROPERTY(EditAnywhere, Category="Parameter|Debugging")
50 bool bShowText = true;
51 UPROPERTY(EditAnywhere, Category="Parameter|Debugging")
52 float PointSize = 20.0f;
53 UPROPERTY(EditAnywhere, Category="Parameter|Debugging")
54 FColor TraceColor = FColor::Green;
55 UPROPERTY(EditAnywhere, Category="Parameter|Debugging")
56 FColor TargetPatrolPointColor = FColor::Red;
70 UPROPERTY(EditAnywhere, Category="Parameter", meta=(ToolTip="The size of the radius that the AI will look for a pathpoint in."))
71 float Radius = 2000.0f;
72 UPROPERTY(EditAnywhere, Category="Parameter", meta=(ToolTip="Object collision channel to filter for, used to find
Patrol Points and not every
object in the world."))
73 TEnumAsByte<EObjectTypeQuery> ObjectChannelToUse = ObjectTypeQuery1;