5#include "CoreMinimal.h"
7#include "EnemyRetreatComponent.generated.h"
12UCLASS(ClassGroup=(AI), meta=(BlueprintSpawnableComponent) )
18 virtual
void InitializeBehavior(const
FEnemyExtendedData& EnemyExtendedData, FName RowName) override;
20 FORCEINLINE
float GetAttackWait()
const {
return AttackWait; }
21 FORCEINLINE
float GetRetreatDistance()
const {
return RetreatDistance; }
22 FORCEINLINE
float GetRetreatSpeed()
const {
return RetreatSpeed; }
25 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Transient, Category =
"AI|Retreat|Config")
26 float AttackWait = 0.0f;
28 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Transient, Category = "AI|Retreat|Config")
29 float RetreatDistance = 0.0f;
31 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Transient, Category = "AI|Retreat|Config")
32 float RetreatSpeed = 0.0f;
Definition EnemyBehaviorComponent.h:13
Definition EnemyAITable.h:26
Definition CharacterControlData.h:142