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