Payback 0.0.1
CK Graduation Project
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Task_TurnToTarget.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_TurnToTarget.generated.h"
9
10USTRUCT(BlueprintType)
12{
13 GENERATED_BODY()
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 = "Turn To Target"), Category = "Turn")
23struct CK_UE_API FTask_TurnToTarget : public FStateTreeTaskCommonBase
24{
25 GENERATED_BODY()
26
27 FTask_TurnToTarget() = default;
29 virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }
30 virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
31};
Definition Task_TurnToTarget.h:24
Definition Task_TurnToTarget.h:12