#include <BTTask_ClearFocus.h>
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| virtual EBTNodeResult::Type | ExecuteTask (UBehaviorTreeComponent &OwnerComp, uint8 *NodeMemory) override |
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◆ UBTTask_ClearFocus()
| UBTTask_ClearFocus::UBTTask_ClearFocus |
( |
| ) |
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13{
14 NodeName = TEXT("Clear Focus");
15}
◆ ExecuteTask()
| EBTNodeResult::Type UBTTask_ClearFocus::ExecuteTask |
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UBehaviorTreeComponent & | OwnerComp, |
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uint8 * | NodeMemory ) |
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overrideprotectedvirtual |
18{
20 SCOPE_CYCLE_COUNTER(STATGROUP_AIToolKit_Behaviors);
21 SCOPE_CYCLE_COUNTER(STATGROUP_AIToolKit_Tasks);
22
23 if(AAIController* AIController = OwnerComp.GetAIOwner())
24 {
25 AIController->ClearFocus(EAIFocusPriority::Gameplay);
26 return EBTNodeResult::Succeeded;
27 }
28 return EBTNodeResult::Failed;
29}
virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent &OwnerComp, uint8 *NodeMemory) override
Definition BTTask_ClearFocus.cpp:17
The documentation for this class was generated from the following files:
- T:/Unreal/Unreal Projects/SpaceAdventure52/SpaceAdventure/Plugins/AIToolKit/Source/AIToolKit/Public/Behavior/Tasks/BTTask_ClearFocus.h
- T:/Unreal/Unreal Projects/SpaceAdventure52/SpaceAdventure/Plugins/AIToolKit/Source/AIToolKit/Private/Behavior/Tasks/BTTask_ClearFocus.cpp