#pragma once #include "CoreMinimal.h" #include "BehaviorTree/BTTaskNode.h" #include "BehaviorTree/BehaviorTreeTypes.h" #include "BTTask_SetCondition.generated.h" UCLASS(Blueprintable) class UBTTask_SetCondition : public UBTTaskNode { GENERATED_BODY() public: private: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FBlackboardKeySelector ConditionalKey; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool Value; public: UBTTask_SetCondition(); };