#include <MortarProAIBaseTaskNode.h>
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virtual AActor * | GetBestTarget (const FName &KeyName, UBlackboardComponent *BlackboardComp, AAIController *AIController, TArray< AActor * > &SecondaryTargets) |
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Base Class For All AI Behavior Tasks.Class Containts Validation logic for the detected enemies
◆ UMortarProAIBaseTaskNode()
UMortarProAIBaseTaskNode::UMortarProAIBaseTaskNode |
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◆ GetBestTarget()
virtual AActor * UMortarProAIBaseTaskNode::GetBestTarget |
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const FName & |
KeyName, |
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UBlackboardComponent * |
BlackboardComp, |
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AAIController * |
AIController, |
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TArray< AActor * > & |
SecondaryTargets |
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protectedvirtual |
Chooses and Returns Best Target If No Actor Fullfills the conditions then nullptr would be returned and should be handled in child classes accordingly
- Parameters
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[in] | KeyName | Key from where to extract Detected Actors from AI Controller |
[in] | BlackboardComp | Blackboard Component |
[in] | AIController | AI Controller of the pawn |
[out] | SecondaryTargets | Contains Reference to secondary Targets beside primary |
- Returns
- Best Actor .This will be the main target for the ai
The documentation for this class was generated from the following file:
- Public/AI/MortarProAIBaseTaskNode.h