#include <MortarProShootingTask.h>
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| UMortarProAIBaseTaskNode () |
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virtual AActor * | GetBestTarget (const FName &KeyName, UBlackboardComponent *BlackboardComp, AAIController *AIController, TArray< AActor * > &SecondaryTargets) |
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Shooting Enemy Task Class This class functionality is to aim and shoot the best target Enemy. Derived from UMortarProAIBaseTaskNode
◆ ExecuteTask()
virtual EBTNodeResult::Type UMortarProShootingTask::ExecuteTask |
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UBehaviorTreeComponent & |
OwnerComp, |
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uint8 * |
NodeMemory |
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) |
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overrideprivatevirtual |
Execute Behavior Tree Task
◆ GetDetectedActorsKey()
void UMortarProShootingTask::GetDetectedActorsKey |
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FBlackboardKeySelector & |
OutKey | ) |
const |
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private |
Getter Function To get Blackboard Key for detected actors
- Parameters
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[out] | OutKey | Blackboard Key |
◆ SetDetectedActorsKey()
void UMortarProShootingTask::SetDetectedActorsKey |
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const FBlackboardKeySelector & |
Key | ) |
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private |
This function Sets Blackboard key select for detected actors
- Parameters
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[in] | Key | Key Selector for denoting detected actors |
◆ DetectedActorsKey
struct FBlackboardKeySelector UMortarProShootingTask::DetectedActorsKey |
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protected |
Key To use for extracting value of detected actors in ai controller
The documentation for this class was generated from the following file:
- Public/AI/MortarProShootingTask.h