20{
22 SCOPE_CYCLE_COUNTER(STATGROUP_AIToolKit_Behaviors);
23 SCOPE_CYCLE_COUNTER(STATGROUP_AIToolKit_Tasks);
24
25 FBTTaskPlayMontageMemory* PlayMontageMemory = reinterpret_cast<FBTTaskPlayMontageMemory*>(NodeMemory);
26 if(PlayMontageMemory == nullptr){return EBTNodeResult::Failed;}
27 PlayMontageMemory->StartTime = GetWorld()->GetTimeSeconds();
29 if(AIActions != nullptr)
30 {
32 {
34 return EBTNodeResult::InProgress;
35 }
36 }
37 return EBTNodeResult::Failed;
38}
Definition AIActionsInterface.h:20
virtual float PlayAnimationMontage(UAnimMontage *Montage, const float PlayRate=1.0f, const float InTimeToStartMontageAt=0.0f, const bool bStopAllMontages=true)=0
UAnimMontage * Montage
Definition BTTask_PlayMontage.h:22
float PlayRate
Definition BTTask_PlayMontage.h:24
float InTimeToStartMontageAt
Definition BTTask_PlayMontage.h:26
bool bStopAllMontages
Definition BTTask_PlayMontage.h:28
virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent &OwnerComp, uint8 *NodeMemory) override
Definition BTTask_PlayMontage.cpp:19