#pragma once #include "CoreMinimal.h" #include "Navigation/CrowdFollowingComponent.h" #include "FortPathFollowingComponentBase.generated.h" class AAIController; UCLASS(Blueprintable, ClassGroup=Custom, Config=Game, meta=(BlueprintSpawnableComponent)) class UFortPathFollowingComponentBase : public UCrowdFollowingComponent { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) AAIController* AIController; public: UFortPathFollowingComponentBase(); };