#pragma once #include "CoreMinimal.h" #include "BehaviorTree/BTService.h" #include "BehaviorTree/BehaviorTreeTypes.h" #include "BTService_FindPlayer.generated.h" UCLASS(Blueprintable) class UBTService_FindPlayer : public UBTService { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FBlackboardKeySelector TargetKey; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool MustBeAlive; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool SwithToBetterTargets; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool RegisterForPositioning; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool IsFlying; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool CanShoot; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool OwnerIsMultiTargeter; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float TargetingRange; public: UBTService_FindPlayer(); };