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CK Graduation Project
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Evaluator_DetectPlayer.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 "StateTreeEvaluatorBase.h"
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#include "GameFramework/Actor.h"
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#include "Evaluator_DetectPlayer.generated.h"
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USTRUCT(BlueprintType)
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struct
FDetectPlayerInstanceData
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, Category =
"Output"
)
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TObjectPtr<AActor> TargetActor =
nullptr
;
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UPROPERTY(EditAnywhere, Category = "Output")
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float
DistanceToTarget = 0.0f;
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UPROPERTY(Transient)
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TWeakObjectPtr<APawn> OwnerPawn =
nullptr
;
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};
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USTRUCT(BlueprintType, meta = (DisplayName = "Detect
Player
", Category = "AI Evaluator"))
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struct CK_UE_API
FEvaluator_DetectPlayer
: public FStateTreeEvaluatorCommonBase
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{
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GENERATED_BODY()
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FEvaluator_DetectPlayer
() = default;
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using
FInstanceDataType
=
FDetectPlayerInstanceData
;
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virtual const UStruct* GetInstanceDataType()
const override
{
return
FInstanceDataType::StaticStruct(); }
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virtual
void
TreeStart(FStateTreeExecutionContext& Context)
const override
;
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virtual
void
Tick(FStateTreeExecutionContext& Context,
const
float
DeltaTime)
const override
;
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};
EProjectileDamageTargetType::Player
@ Player
FDetectPlayerInstanceData
Definition
Evaluator_DetectPlayer.h:12
FEvaluator_DetectPlayer
Definition
Evaluator_DetectPlayer.h:28
Source
CK_UE
Character
Enemy
ST
Evaluator
Evaluator_DetectPlayer.h
다음에 의해 생성됨 :
1.9.8