#include <ALSAIController.h>
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| TObjectPtr< UBehaviorTree > | Behaviour = nullptr |
| |
◆ AALSAIController()
| AALSAIController::AALSAIController |
( |
| ) |
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◆ GetFocalPointOnActor()
| FVector AALSAIController::GetFocalPointOnActor |
( |
const AActor * | Actor | ) |
const |
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overrideprotectedvirtual |
23{
24 if (Actor == nullptr)
25 {
26 return FAISystem::InvalidLocation;
27 }
28 const APawn* FocusPawn = Cast<APawn>(Actor);
29 if (FocusPawn)
30 {
31
32 return FocusPawn->GetPawnViewLocation();
33 }
34 return Actor->GetActorLocation();
35}
◆ OnPossess()
| void AALSAIController::OnPossess |
( |
APawn * | InPawn | ) |
|
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overrideprotectedvirtual |
13{
14 Super::OnPossess(InPawn);
15
17 {
19 }
20}
TObjectPtr< UBehaviorTree > Behaviour
Definition ALSAIController.h:24
◆ Behaviour
| TObjectPtr<UBehaviorTree> AALSAIController::Behaviour = nullptr |
The documentation for this class was generated from the following files:
- T:/Unreal/Unreal Projects/SpaceAdventure52/SpaceAdventure/Plugins/ALS-Community-main/Source/ALSV4_CPP/Public/AI/ALSAIController.h
- T:/Unreal/Unreal Projects/SpaceAdventure52/SpaceAdventure/Plugins/ALS-Community-main/Source/ALSV4_CPP/Private/AI/ALSAIController.cpp