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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
10class UCharacterMovementComponentBase;
11
12USTRUCT(BlueprintType)
14{
15 GENERATED_BODY()
16
17 UPROPERTY(EditAnywhere, Category = "Context")
18 TObjectPtr<AActor> Actor = nullptr;
19
20 UPROPERTY(EditAnywhere, Category = "TargetActor")
21 TObjectPtr<AActor> TargetActor = nullptr;
22
23 UPROPERTY(EditAnywhere, Category = "Parameter")
24 uint8 bIsSmoothTurn : 1 = false;
25
26 UPROPERTY(EditAnywhere, Category = "Parameter", meta = (EditCondition = "bIsSmoothTurn"))
27 uint8 bKeepTracking : 1 = false;
28
29 UPROPERTY(EditAnywhere, Category = "Parameter", meta = (EditCondition = "bIsSmoothTurn", ClampMin = "0.0"))
30 float TurnSpeed = 10.0f;
31
32 UPROPERTY(EditAnywhere, Category = "Parameter", meta = (EditCondition = "bIsSmoothTurn"))
33 float Tolerance = 5.0f;
34
35 UPROPERTY(Transient)
36 TObjectPtr<UCharacterMovementComponentBase> RotationComponent = nullptr;
37};
38
39USTRUCT(BlueprintType, meta = (DisplayName = "Turn To Target", Category = "Turn"))
40struct CK_UE_API FTask_TurnToTarget : public FStateTreeTaskCommonBase
41{
42 GENERATED_BODY()
43
44 FTask_TurnToTarget() = default;
46 virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }
47 virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
48 virtual EStateTreeRunStatus Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const override;
49};
Definition Task_TurnToTarget.h:41
Definition Task_TurnToTarget.h:14