35 virtual const UStruct* GetInstanceDataType()
const override {
return FInstanceDataType::StaticStruct(); }
38 virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context,
const FStateTreeTransitionResult& Transition)
const override;
40 virtual void ExitState(FStateTreeExecutionContext& Context,
const FStateTreeTransitionResult& Transition)
const override;
42 UPROPERTY(EditAnywhere, Category=
"Parameter")
43 bool bStartShooting = true;