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