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UnrealEngine/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTService_Log.h
2025-05-18 13:04:45 +08:00

47 lines
1021 B
C++

// 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);
};