// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "MassEntityTraitBase.h" #include "MassLookAtTypes.h" #if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_6 #include "CoreMinimal.h" #endif // UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_6 #include "MassLookAtTargetTrait.generated.h" UCLASS(meta=(DisplayName="Look At Target")) class UMassLookAtTargetTrait : public UMassEntityTraitBase { GENERATED_BODY() protected: virtual void BuildTemplate(FMassEntityTemplateBuildContext& BuildContext, const UWorld& World) const override; /** * Indicates whether the trait will use an initializer to set target offset using the height of the capsule component if available. */ UPROPERTY(EditAnywhere, config, Category = LookAt) bool bShouldUseCapsuleComponentToSetTargetOffset = true; /** Priority assigned to the target to influence target selection */ UPROPERTY(EditAnywhere, config, Category = LookAt) FMassLookAtPriority Priority{static_cast(EMassLookAtPriorities::LowestPriority)}; };