Files
FNGameProj/Plugins/EnginePlugins/SmartObjects/Source/SmartObjectsModule/Public/AITask_UseSmartObject.h
T
2024-03-03 23:44:39 +01:00

33 lines
1023 B
C++

#pragma once
#include "CoreMinimal.h"
#include "Tasks/AITask.h"
#include "GameplayTask.h"
#include "AITask_UseSmartObject.generated.h"
class AAIController;
class AActor;
class UAITask_MoveTo;
class UAITask_UseSmartObject;
class USmartObjectComponent;
UCLASS(Blueprintable)
class SMARTOBJECTSMODULE_API UAITask_UseSmartObject : public UAITask {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USmartObjectComponent* SOComponent;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UGameplayTask::FGenericGameplayTaskDelegate OnFinished;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAITask_MoveTo* MoveToTask;
public:
UFUNCTION(BlueprintCallable)
static UAITask_UseSmartObject* UseSmartObject(AAIController* Controller, AActor* SmartObjectActor, USmartObjectComponent* SmartObjectComponent, bool bLockAILogic);
};