40 lines
1.2 KiB
C++
Executable file
40 lines
1.2 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "BehaviorTree/BTService.h"
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#include "BehaviorTree/BehaviorTreeTypes.h"
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#include "GameplayTagContainer.h"
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#include "BTService_FindAttackable.generated.h"
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UCLASS(Blueprintable)
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class UBTService_FindAttackable : public UBTService {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FBlackboardKeySelector TargetKey;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool MustBeAlive;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool SwithToBetterTargets;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool RegisterForPositioning;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool IsFlying;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool CanShoot;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float TargetingRange;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTagQuery TargetQuery;
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public:
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UBTService_FindAttackable();
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};
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