// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "BehaviorTree/BTService.h" #include "TestBTService_Log.generated.h" UCLASS(meta = (HiddenNode)) class UTestBTService_Log : public UBTService { GENERATED_UCLASS_BODY() UPROPERTY() int32 LogActivation; UPROPERTY() int32 LogDeactivation; UPROPERTY() FName KeyNameTick; UPROPERTY() FName KeyNameBecomeRelevant; UPROPERTY() FName KeyNameCeaseRelevant; UPROPERTY() int32 LogTick; UPROPERTY() int32 TicksDelaySetKeyNameTick; UPROPERTY() int32 NumTicks; UPROPERTY() bool bToggleValue; virtual void OnBecomeRelevant(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override; virtual void OnCeaseRelevant(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override; virtual void TickNode(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds) override; void SetFlagOnTick(FName InKeyNameTick, bool bInCallTickOnSearchStart = false); };