#include <BTTask_ProjectXMoveTo.h>
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| UBTTask_ProjectXMoveTo () |
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virtual EBTNodeResult::Type | ExecuteTask (UBehaviorTreeComponent &OwnerComp, uint8 *NodeMemory) override |
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virtual void | TickTask (UBehaviorTreeComponent &OwnerComp, uint8 *NodeMemory, float DeltaSeconds) override |
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virtual EBTNodeResult::Type | AbortTask (UBehaviorTreeComponent &OwnerComp, uint8 *NodeMemory) override |
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virtual UAITask_MoveTo * | PrepareMoveTask (UBehaviorTreeComponent &OwnerComp, UAITask_MoveTo *ExistingTask, FAIMoveRequest &MoveRequest) override |
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void | ReloadStart (UWeaponComponent *WeaponComponent) |
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void | ReloadStop (UWeaponComponent *WeaponComponent) |
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◆ UBTTask_ProjectXMoveTo()
UBTTask_ProjectXMoveTo::UBTTask_ProjectXMoveTo |
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◆ AbortTask()
EBTNodeResult::Type UBTTask_ProjectXMoveTo::AbortTask |
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UBehaviorTreeComponent & |
OwnerComp, |
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uint8 * |
NodeMemory |
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) |
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overridevirtual |
◆ ExecuteTask()
EBTNodeResult::Type UBTTask_ProjectXMoveTo::ExecuteTask |
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UBehaviorTreeComponent & |
OwnerComp, |
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uint8 * |
NodeMemory |
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) |
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overridevirtual |
◆ PrepareMoveTask()
UAITask_MoveTo * UBTTask_ProjectXMoveTo::PrepareMoveTask |
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UBehaviorTreeComponent & |
OwnerComp, |
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UAITask_MoveTo * |
ExistingTask, |
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FAIMoveRequest & |
MoveRequest |
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) |
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overridevirtual |
◆ ReloadStart()
void UBTTask_ProjectXMoveTo::ReloadStart |
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UWeaponComponent * |
WeaponComponent | ) |
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◆ ReloadStop()
void UBTTask_ProjectXMoveTo::ReloadStop |
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UWeaponComponent * |
WeaponComponent | ) |
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◆ TickTask()
void UBTTask_ProjectXMoveTo::TickTask |
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UBehaviorTreeComponent & |
OwnerComp, |
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uint8 * |
NodeMemory, |
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float |
DeltaSeconds |
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) |
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overridevirtual |
◆ bFireWeaponWhileMoving
bool UBTTask_ProjectXMoveTo::bFireWeaponWhileMoving = false |
◆ GiveUpFailCount
int32 UBTTask_ProjectXMoveTo::GiveUpFailCount = 60 |
The documentation for this class was generated from the following files: