// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "MassProcessor.h" #include "MassNavMeshNavigationProcessors.generated.h" #define UE_API MASSNAVMESHNAVIGATION_API class UMassSignalSubsystem; /** Processor for updating move target on a navmesh short path. */ UCLASS(MinimalAPI) class UMassNavMeshPathFollowProcessor : public UMassProcessor { GENERATED_BODY() protected: UE_API UMassNavMeshPathFollowProcessor(); UE_API virtual void ConfigureQueries(const TSharedRef& EntityManager) override; UE_API virtual void InitializeInternal(UObject& Owner, const TSharedRef& ) override; UE_API virtual void Execute(FMassEntityManager& EntityManager, FMassExecutionContext& Context) override; FMassEntityQuery EntityQuery_Conditional; UPROPERTY(Transient) TObjectPtr SignalSubsystem = nullptr; }; #undef UE_API