15 UPROPERTY(EditAnywhere, Category =
"Context")
16 TObjectPtr<AActor> EnemyActor =
nullptr;
18 UPROPERTY(EditAnywhere, Category = "Context")
19 TObjectPtr<AActor> TargetActor =
nullptr;
21 UPROPERTY(EditAnywhere, Category = "Parameter")
22 float RetreatDistance = 500.0f;
24 UPROPERTY(EditAnywhere, Category = "Output")
25 FVector OutDestination = FVector::ZeroVector;
33 virtual const UStruct* GetInstanceDataType()
const override {
return FInstanceDataType::StaticStruct(); }
34 virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context,
const FStateTreeTransitionResult& Transition)
const override;