#include <Evaluator_DetectPlayer.h>
◆ FInstanceDataType
◆ FEvaluator_DetectPlayer()
| FEvaluator_DetectPlayer::FEvaluator_DetectPlayer |
( |
| ) |
|
|
default |
◆ GetInstanceDataType()
| virtual const UStruct * FEvaluator_DetectPlayer::GetInstanceDataType |
( |
| ) |
const |
|
inlineoverridevirtual |
27{ return FInstanceDataType::StaticStruct(); }
◆ Tick()
| void FEvaluator_DetectPlayer::Tick |
( |
FStateTreeExecutionContext & |
Context, |
|
|
const float |
DeltaTime |
|
) |
| const |
|
overridevirtual |
10{
12
13 if (UWorld* World = Context.GetWorld())
14 {
15 Data.
TargetActor = UGameplayStatics::GetPlayerCharacter(World, 0);
16 }
17}
TObjectPtr< AActor > TargetActor
Definition Evaluator_DetectPlayer.h:16
FDetectPlayerInstanceData FInstanceDataType
Definition Evaluator_DetectPlayer.h:26
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