#include <AIDataTypes.h>
◆ FStealthData()
| FStealthData::FStealthData |
( |
| ) |
|
|
inline |
◆ SetStealthActor()
| bool FStealthData::SetStealthActor |
( |
AActor * | Actor | ) |
|
|
inline |
255 {
256 if(Actor != nullptr)
257 {
260 if(StealthActorInterfaceRef != nullptr)
261 {
263 return true;
264 }
265 }
266 return false;
267 }
Definition StealthInterface.h:17
AActor * StealthActor
Definition AIDataTypes.h:239
class IStealthInterface * StealthActorInterface
Definition AIDataTypes.h:246
◆ bPerformingStealthTakedown
| bool FStealthData::bPerformingStealthTakedown = false |
◆ bStealthTakedownAvailable
| bool FStealthData::bStealthTakedownAvailable = false |
◆ KnifeTakedownAnims
| TArray<UAnimMontage*> FStealthData::KnifeTakedownAnims |
◆ NonLethalTakedownAnims
| TArray<UAnimMontage*> FStealthData::NonLethalTakedownAnims |
◆ StealthActor
| AActor* FStealthData::StealthActor = nullptr |
◆ StealthActorDistance
| float FStealthData::StealthActorDistance = -175.0f |
◆ StealthActorInterface
◆ StealthTakedownDamage
| float FStealthData::StealthTakedownDamage = 20000.0f |
◆ StealthTakedownName
| FName FStealthData::StealthTakedownName = "Stealth_Attack_NonLethal_01" |
◆ StealthTakedownTimerHandle
| FTimerHandle FStealthData::StealthTakedownTimerHandle |
◆ UnarmedTakedownAnims
| TArray<UAnimMontage*> FStealthData::UnarmedTakedownAnims |
The documentation for this struct was generated from the following file:
- T:/Unreal/Unreal Projects/SpaceAdventure52/SpaceAdventure/Plugins/AIToolKit/Source/AIToolKit/Public/Data/AIDataTypes.h