Modular Turret C++ Plugin  Version 3
Turret C++ Unreal engine 4 plugin
UMortarAIBaseTaskNode Class Reference
+ Inheritance diagram for UMortarAIBaseTaskNode:
+ Collaboration diagram for UMortarAIBaseTaskNode:

Protected Member Functions

virtual AActor * GetBestTarget (const FName &KeyName, UBlackboardComponent *BlackboardComp, AAIController *AIController)
 

Private Attributes

bool bSelectEnemy = true
 
bool bSelectFriends = false
 
bool bSelectNeutrals = false
 

Detailed Description

Bass Class For All AI Behavior Tasks.Class Containts Validation logic for the detected enemies

Member Function Documentation

◆ GetBestTarget()

virtual AActor* UMortarAIBaseTaskNode::GetBestTarget ( const FName &  KeyName,
UBlackboardComponent *  BlackboardComp,
AAIController *  AIController 
)
protectedvirtual

Chooses and REturns Best Target If No Actor Fullfills the conditions then nullptr would be returned and should be handled in child classes accordingly

Parameters
[in]KeyNameKey from where to extract Detected Actors from AI Controller
[in]BlackboardCompBlackboard Component
[in]AIControllerAI Controller of the pawn
Returns
Best Actor .This will be the main target for the ai

Member Data Documentation

◆ bSelectEnemy

bool UMortarAIBaseTaskNode::bSelectEnemy = true
private

Whether to Select Enemies i.e with diff team id . Detection by Affilation should be configured accordingly in AI Controller

◆ bSelectFriends

bool UMortarAIBaseTaskNode::bSelectFriends = false
private

Whether to Select Members of same team id . Detection by Affilation should be configured accordingly in AI Controller

◆ bSelectNeutrals

bool UMortarAIBaseTaskNode::bSelectNeutrals = false
private

Whether to Select Neutral Members i.e. of team id = 0. Detection by Affilation should be configured accordingly in AI Controller


The documentation for this class was generated from the following file: