UAITask_UseSmartObject

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Inheritance Hierarchy

References

Module

SmartObjectsModule

Header

/Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsModule/Public/AI/AITask_UseSmartObject.h

Include

#include "AI/AITask_UseSmartObject.h"

Syntax

UCLASS()
class UAITask_UseSmartObject : public UAITask

Variables

Name Description

Protected variable

uint32: 1

 

bBehaviorFinished

Protected variable

FSmartObjectCla...

 

ClaimedHandle

Protected variable UProperty

UGameplayBehavi...

 

GameplayBehavior

Protected variable UProperty

UAITask_MoveTo ...

 

MoveToTask

Protected variable

FDelegateHandle

 

OnBehaviorFinishedNotifyHandle

Protected variable UProperty BlueprintAssignable

FGenericGamepla...

 

OnFinished

Constructors

Name Description

Public function

UAITask_UseSmartObject

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Protected function

void

 

Abort()

Protected function

void

 

OnSlotInvalidated

(
    const FSmartObjectClaimHandle& Cla...,
    const ESmartObjectSlotState State
)

Protected function

void

 

OnSmartObjectBehaviorFinished

(
    UGameplayBehavior& Behavior,
    AActor& Avatar,
    const bool bInterrupted
)

Public function

void

 

SetClaimHandle

(
    const FSmartObjectClaimHandle& Han...
)

Public function Static UFunction BlueprintCallable, Category, Meta

UAITask_UseS...

 

UseClaimedSmartObject

(
    AAIController* Controller,
    FSmartObjectClaimHandle ClaimHandle,
    bool bLockAILogic
)

Protected function Static

UAITask_UseS...

 

UseClaimedSmartObject

(
    AAIController& Controller,
    FSmartObjectClaimHandle ClaimHandle,
    bool bLockAILogic
)

Public function Static UFunction BlueprintCallable, Category, Meta

UAITask_UseS...

 

UseSmartObject

(
    AAIController* Controller,
    AActor* SmartObjectActor,
    USmartObjectComponent* SmartOb...,
    bool bLockAILogic
)

Protected function Static

UAITask_UseS...

 

UseSmartObjectComponent

(
    AAIController& Controller,
    const USmartObjectComponent& Smart...,
    bool bLockAILogic
)

Overridden from UGameplayTask

Name Description

Protected function Virtual

void

 

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

Protected function Virtual

void

 

OnDestroy

(
    bool bInOwnerFinished
)

End and CleanUp the task - may be called by the task itself or by the task owner if the owner is ending.

Public function Virtual

void

 

TickTask

(
    float DeltaTime
)

Tick function for this task, if bTickingTask == true

Overridden from IGameplayTaskOwnerInterface

Name Description

Protected function Virtual

void

 

OnGameplayTaskDeactivated

(
    UGameplayTask& Task
)

Notify called after GameplayTask changes state from Active (finishing or pausing)