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| UObjectBase
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Module |
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Header |
/Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsModule/Public/AI/AITask_UseSmartObject.h |
Include |
#include "AI/AITask_UseSmartObject.h" |
UCLASS()
class UAITask_UseSmartObject : public UAITask
Name | Description | ||
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uint32: 1 |
bBehaviorFinished |
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ClaimedHandle |
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GameplayBehavior |
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UAITask_MoveTo ... |
MoveToTask |
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OnBehaviorFinishedNotifyHandle |
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OnFinished |
Name | Description | |
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UAITask_UseSmartObject ( |
Name | Description | ||
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Abort() |
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OnSlotInvalidated ( |
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OnSmartObjectBehaviorFinished ( |
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SetClaimHandle ( |
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UAITask_UseS... |
UseClaimedSmartObject ( |
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UAITask_UseS... |
UseClaimedSmartObject ( |
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UAITask_UseS... |
UseSmartObject ( |
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UAITask_UseS... |
UseSmartObjectComponent ( |
Name | Description | ||
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Activate() |
Called to trigger the actual task once the delegates have been set up Note that the default implementation does nothing and you don't have to call it |
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OnDestroy ( |
End and CleanUp the task - may be called by the task itself or by the task owner if the owner is ending. |
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TickTask ( |
Tick function for this task, if bTickingTask == true |
Name | Description | ||
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OnGameplayTaskDeactivated ( |
Notify called after GameplayTask changes state from Active (finishing or pausing) |