Files
2026-04-22 15:51:07 +02:00

37 lines
1.5 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "AITypes.h"
#include "Actions/PawnAction_Move.h"
#include "UObject/NoExportTypes.h"
#include "EPathObstacleAction.h"
#include "FortAITask_Move.h"
#include "MoveAIDelegateDelegate.h"
#include "Templates/SubclassOf.h"
#include "FortAbilityTask_MoveAI.generated.h"
class AActor;
class AFortPawn;
class UFortAbilityTask_MoveAI;
class UGameplayAbility;
class UNavigationQueryFilter;
UCLASS(Blueprintable, MinimalAPI)
class UFortAbilityTask_MoveAI : public UFortAITask_Move {
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FMoveAIDelegate OnComplete;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FMoveAIDelegate OnInterrupted;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FMoveAIDelegate OnCancelled;
UFortAbilityTask_MoveAI();
UFUNCTION(BlueprintCallable)
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);
};