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37 lines
1.5 KiB
C++
37 lines
1.5 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "AITypes.h"
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#include "Actions/PawnAction_Move.h"
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#include "UObject/NoExportTypes.h"
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#include "EPathObstacleAction.h"
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#include "FortAITask_Move.h"
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#include "MoveAIDelegateDelegate.h"
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#include "Templates/SubclassOf.h"
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#include "FortAbilityTask_MoveAI.generated.h"
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class AActor;
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class AFortPawn;
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class UFortAbilityTask_MoveAI;
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class UGameplayAbility;
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class UNavigationQueryFilter;
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UCLASS(Blueprintable, MinimalAPI)
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class UFortAbilityTask_MoveAI : public UFortAITask_Move {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FMoveAIDelegate OnComplete;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FMoveAIDelegate OnInterrupted;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FMoveAIDelegate OnCancelled;
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UFortAbilityTask_MoveAI();
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UFUNCTION(BlueprintCallable)
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static UFortAbilityTask_MoveAI* CreateMoveAITask(UGameplayAbility* OwningAbility, FName TaskInstanceName, AActor* MoveActor, FVector MoveLocation, TEnumAsByte<EPawnActionMoveMode::Type> MoveMode, TEnumAsByte<EPathObstacleAction::Type> PathObstacleAction, bool bStopAtEnd, TEnumAsByte<EAIOptionFlag::Type> AcceptPartialPath, bool bFinishOnPlayerCollision, bool bProjectGoalLocationOnNavMesh, float AcceptableRadius, TSubclassOf<AFortPawn> PushBumpedPawnClass, TSubclassOf<UNavigationQueryFilter> FilterClass, bool bUseContinuousGoalTracking);
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};
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