17 UPROPERTY(EditAnywhere, Category =
"Context")
18 TObjectPtr<AActor> Actor =
nullptr;
20 UPROPERTY(EditAnywhere, Category = "TargetActor")
21 TObjectPtr<AActor> TargetActor =
nullptr;
23 UPROPERTY(EditAnywhere, Category = "Parameter")
24 uint8 bIsSmoothTurn : 1 = false;
26 UPROPERTY(EditAnywhere, Category = "Parameter", meta = (EditCondition = "bIsSmoothTurn"))
27 uint8 bKeepTracking : 1 = false;
29 UPROPERTY(EditAnywhere, Category = "Parameter", meta = (EditCondition = "bIsSmoothTurn", ClampMin = "0.0"))
30 float TurnSpeed = 10.0f;
32 UPROPERTY(EditAnywhere, Category = "Parameter", meta = (EditCondition = "bIsSmoothTurn"))
33 float Tolerance = 5.0f;
36 TObjectPtr<UCharacterMovementComponentBase> RotationComponent =
nullptr;
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;