26 UPROPERTY(EditAnywhere, Category =
"Context")
27 TObjectPtr<AActor> Actor =
nullptr;
29 UPROPERTY(EditAnywhere, Category = "Parameter")
33 TObjectPtr<UEnemyGroggyComponent> GroggyComponent =
nullptr;
36 TObjectPtr<UAnimInstance> AnimInstance =
nullptr;
39 TObjectPtr<UAnimMontage> GroggyMontage =
nullptr;
48 virtual const UStruct* GetInstanceDataType()
const override {
return FInstanceDataType::StaticStruct(); }
49 virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context,
const FStateTreeTransitionResult& Transition)
const override;
50 virtual EStateTreeRunStatus Tick(FStateTreeExecutionContext& Context,
float DeltaTime)
const override;
51 virtual void ExitState(FStateTreeExecutionContext& Context,
const FStateTreeTransitionResult& Transition)
const override;