// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "BehaviorTree/BTTaskNode.h" #include "TestBTTask_SetFlag.generated.h" UCLASS(meta=(HiddenNode)) class UTestBTTask_SetFlag : public UBTTaskNode { GENERATED_UCLASS_BODY() UPROPERTY() FName KeyName; UPROPERTY() bool bValue; UPROPERTY() FName OnAbortKeyName; UPROPERTY() bool bOnAbortValue; UPROPERTY() TEnumAsByte TaskResult; virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override; virtual EBTNodeResult::Type AbortTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override; };