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CK Graduation Project
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Task_SmoothTurnToTarget.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 "GameFramework/Actor.h"
8#include "Task_SmoothTurnToTarget.generated.h"
9
10USTRUCT()
12{
13 GENERATED_BODY() // USTRUCTBODY와의 차이점
14
15 UPROPERTY(EditAnywhere, Category = "Context")
16 TObjectPtr<AActor> Actor = nullptr;
17
18 UPROPERTY(EditAnywhere, Category = "TargetActor")
19 TObjectPtr<AActor> TargetActor = nullptr;
20};
21
22USTRUCT(BlueprintType, meta = (DisplayName = "Smooth Turn To Target"), Category = "Turn")
23struct CK_UE_API FTask_SmoothTurnToTarget : public FStateTreeTaskCommonBase
24{
25 GENERATED_BODY()
26
28
30 virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }
31 virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
32 virtual EStateTreeRunStatus Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const override;
33
34 UPROPERTY(EditAnywhere, Category = "Movement", meta = (ClampMin = "0.0"))
35 float InterpSpeed = 10.0f;
36};
Definition Task_SmoothTurnToTarget.h:12
Definition Task_SmoothTurnToTarget.h:24