Payback 0.0.1
CK Graduation Project
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Task_Retreat.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 "StateTreeTaskBase.h"
7#include "Task_Retreat.generated.h"
8
9
10USTRUCT(BlueprintType)
12{
13 GENERATED_BODY()
14
15 UPROPERTY(EditAnywhere, Category = "Context")
16 TObjectPtr<AActor> EnemyActor = nullptr;
17
18 UPROPERTY(EditAnywhere, Category = "Context")
19 TObjectPtr<AActor> TargetActor = nullptr;
20
21 UPROPERTY(EditAnywhere, Category = "Parameter")
22 float RetreatDistance = 500.0f; // 기본 후퇴 거리
23
24 UPROPERTY(EditAnywhere, Category = "Output")
25 FVector OutDestination = FVector::ZeroVector;
26};
27
28USTRUCT(BlueprintType, meta = (DisplayName = "Retreat", Category = "Combat"))
29struct CK_UE_API FTask_Retreat : public FStateTreeTaskCommonBase
30{
31 GENERATED_BODY()
33 virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }
34 virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
35};
Definition Task_Retreat.h:12
Definition Task_Retreat.h:30