#include <EnemyController.h>
◆ AEnemyController()
| AEnemyController::AEnemyController |
( |
const FObjectInitializer & |
ObjectInitializer | ) |
|
9 : Super(Initializer.SetDefaultSubobjectClass<UCrowdFollowingComponent>(TEXT("PathFollowingComponent")))
10{
11 StateTreeAIComponent = CreateDefaultSubobject<UStateTreeAIComponent>(TEXT(
"StateTreeAIComponent"));
13}
TObjectPtr< UStateTreeAIComponent > StateTreeAIComponent
Definition EnemyController.h:27
◆ BeginPlay()
| void AEnemyController::BeginPlay |
( |
| ) |
|
|
overridevirtual |
16{
17 Super::BeginPlay();
18
19 if (UCrowdFollowingComponent* CrowdFollowingComponent = FindComponentByClass<UCrowdFollowingComponent>())
20 {
21 CrowdFollowingComponent->SetCrowdSeparation(true);
22 CrowdFollowingComponent->SetCrowdSeparationWeight(7.0f);
23 CrowdFollowingComponent->SetCrowdAvoidanceRangeMultiplier(1.0f);
24 CrowdFollowingComponent->SetCrowdAvoidanceQuality(ECrowdAvoidanceQuality::Good);
25 }
26}
◆ StateTreeAIComponent
| TObjectPtr<UStateTreeAIComponent> AEnemyController::StateTreeAIComponent |
|
protected |
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