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