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Condition_IsInRange.h
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1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "StateTreeConditionBase.h"
7#include "Condition_IsInRange.generated.h"
8
9USTRUCT()
11{
12 GENERATED_BODY()
13
14 UPROPERTY(EditAnywhere, Category = "Context")
15 TObjectPtr<AActor> SourceActor = nullptr;
16
17 UPROPERTY(EditAnywhere, Category = "Context")
18 TObjectPtr<AActor> TargetActor = nullptr;
19};
20
21USTRUCT(BlueprintType, meta = (DisplayName = "Is In Attack Range", Category = "AI Condition"))
22struct CK_UE_API FCondition_IsInRange : public FStateTreeConditionCommonBase
23{
24 GENERATED_BODY()
25
27
29 virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }
30 virtual bool TestCondition(FStateTreeExecutionContext& Context) const override;
31
32};
Definition Condition_IsInRange.h:23
Definition Condition_IsInRange.h:11