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0.0.1
CK Graduation Project
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Task_TurnToTarget.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "StateTreeTaskBase.h"
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#include "GameFramework/Actor.h"
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#include "Task_TurnToTarget.generated.h"
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USTRUCT(BlueprintType)
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struct
FTurnToTargetInstanceData
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, Category =
"Context"
)
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TObjectPtr<AActor> Actor =
nullptr
;
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UPROPERTY(EditAnywhere, Category = "TargetActor")
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TObjectPtr<AActor> TargetActor =
nullptr
;
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};
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USTRUCT(BlueprintType, meta = (DisplayName = "Turn To Target"), Category = "Turn")
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struct CK_UE_API
FTask_TurnToTarget
: public FStateTreeTaskCommonBase
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{
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GENERATED_BODY()
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FTask_TurnToTarget
() = default;
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using
FInstanceDataType
=
FTurnToTargetInstanceData
;
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virtual const UStruct* GetInstanceDataType()
const override
{
return
FInstanceDataType::StaticStruct(); }
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virtual
EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context,
const
FStateTreeTransitionResult& Transition)
const override
;
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};
FTask_TurnToTarget
Definition
Task_TurnToTarget.h:24
FTurnToTargetInstanceData
Definition
Task_TurnToTarget.h:12
Source
CK_UE
Character
Enemy
ST
Task
Task_TurnToTarget.h
다음에 의해 생성됨 :
1.9.8