13{
15
16 APawn* Pawn = nullptr;
17
18 if (AActor* OwnerActor = Cast<AActor>(Context.GetOwner()))
19 {
20 if (AAIController* Controller = Cast<AAIController>(OwnerActor))
21 {
22 Pawn = Controller->GetPawn();
23 }
24 else
25 {
26 Pawn = Cast<APawn>(OwnerActor);
27 }
28 }
29
30 if (Pawn == nullptr)
31 {
32 return;
33 }
34
35 Data.CachedPawn = Pawn;
36
38 if (EnemyBase == nullptr)
39 {
40 return;
41 }
42
44 {
45 Data.AttackRange = AttributeSet->GetAttackRange();
46 }
47
49 {
50 Data.CombatRadius = Enemy->GetAICombatRadius();
51 Data.CombatExitRadius = Enemy->GetAICombatExitRadius();
52 }
53}
Definition EnemyCharacterBase.h:49
FORCEINLINE UEnemyAttributeSet * GetEnemyAttributeSet() const
Definition EnemyCharacterBase.h:76
Definition EnemyCharacter.h:21
Definition EnemyAttributeSet.h:12
FEnemyDataInstanceData FInstanceDataType
Definition Evaluator_EnemyData.h:34