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CK Graduation Project
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Condition_HasGASTag.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameplayTagContainer.h"
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#include "StateTreeConditionBase.h"
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#include "Condition_HasGASTag.generated.h"
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USTRUCT()
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struct
FHasGASTagInstanceData
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, Category =
"Context"
)
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TObjectPtr<AActor> TargetActor =
nullptr
;
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UPROPERTY(EditAnywhere, Category = "Parameter")
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FGameplayTag TagToCheck;
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UPROPERTY(EditAnywhere, Category = "Parameter")
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bool
bInvert = false;
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};
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USTRUCT(BlueprintType, meta = (DisplayName = "Has GAS Tag", Category = "AI Condition"))
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struct CK_UE_API
FCondition_HasGASTag
: public FStateTreeConditionCommonBase
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{
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GENERATED_BODY()
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FCondition_HasGASTag
() = default;
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using
FInstanceDataType
=
FHasGASTagInstanceData
;
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virtual const UStruct* GetInstanceDataType()
const override
{
return
FInstanceDataType::StaticStruct(); }
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virtual
bool
TestCondition(FStateTreeExecutionContext& Context)
const override
;
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};
FCondition_HasGASTag
Definition
Condition_HasGASTag.h:27
FHasGASTagInstanceData
Definition
Condition_HasGASTag.h:12
Source
CK_UE
Character
Enemy
ST
Condition
Condition_HasGASTag.h
다음에 의해 생성됨 :
1.9.8