#include "FacilityTurretController.h" #include "Perception/AIPerceptionComponent.h" void AFacilityTurretController::OnTurretsAttackingChanged(bool IsAttacking) { } void AFacilityTurretController::OnTargetRevived() { } void AFacilityTurretController::OnTargetDied(UHealthComponentBase* Health) { } void AFacilityTurretController::OnPerceptionUpdated(AActor* sensedActor, FAIStimulus Stimulus) { } AFacilityTurretController::AFacilityTurretController() { this->Perception = CreateDefaultSubobject(TEXT("Perception")); this->RememberTargetTime = 0.00f; this->RetargetOnAttackChance = 0.00f; this->RespectAttack = true; }