5#include "CoreMinimal.h"
6#include "BehaviorTree/Tasks/BTTask_BlackboardBase.h"
7#include "BTTask_FireWeapon.generated.h"
18 UPROPERTY(Category = Node, EditAnywhere)
19 bool bAltFire = false;
21 UPROPERTY(Category = Node, EditAnywhere)
22 bool bPrimaryFire = false;
24 UPROPERTY(Category = Node, EditAnywhere)
25 bool bHoldFire = true;
27 UPROPERTY(Category = Node, EditAnywhere)
28 FVector2D FireDelay = FVector2D(0.2f, 0.5f);
30 virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
31 virtual EBTNodeResult::Type AbortTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
32 virtual
void ExecuteTaskDelayed(TWeakObjectPtr<UBehaviorTreeComponent> OwnerComp);
35 void ReloadStart(UWeaponComponent* WeaponComponent);
37 void ReloadStop(UWeaponComponent* WeaponComponent);
39 void Fire(UWeaponComponent* WeaponComponent);
40 void FireRelased(UWeaponComponent* WeaponComponent);
43 TMap<uint32, FTimerHandle> TimerHandles;
Definition: BTTask_FireWeapon.h:13