// Copyright Epic Games, Inc. All Rights Reserved. #include "K2Node_AIMoveTo.h" #include "Blueprint/AIAsyncTaskBlueprintProxy.h" #include "Blueprint/AIBlueprintHelperLibrary.h" #include "EditorCategoryUtils.h" #include "Internationalization/Internationalization.h" #include "Misc/AssertionMacros.h" #include "UObject/NameTypes.h" #include "UObject/ObjectPtr.h" #define LOCTEXT_NAMESPACE "K2Node_AIMoveTo" UK2Node_AIMoveTo::UK2Node_AIMoveTo(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { ProxyFactoryFunctionName = GET_FUNCTION_NAME_CHECKED(UAIBlueprintHelperLibrary, CreateMoveToProxyObject); ProxyFactoryClass = UAIBlueprintHelperLibrary::StaticClass(); ProxyClass = UAIAsyncTaskBlueprintProxy::StaticClass(); } FText UK2Node_AIMoveTo::GetMenuCategory() const { return FEditorCategoryUtils::GetCommonCategory(FCommonEditorCategory::AI); } FText UK2Node_AIMoveTo::GetTooltipText() const { return LOCTEXT("AIMoveTo_Tooltip", "Simple order for Pawn with AIController to move to a specific location.\n\n" "Inherits bAllowStrafe setting from AIController.\n\n" "Only performs strafe when Target Actor is provided."); } FText UK2Node_AIMoveTo::GetNodeTitle(ENodeTitleType::Type TitleType) const { return LOCTEXT("AIMoveTo", "AI MoveTo"); } #undef LOCTEXT_NAMESPACE