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- /*Behavior tree comp ref*/
- UBehaviorTreeComponent* BehaviorComp;
- /*----------Blackboard----------*/
- /*Blackboard comp ref*/
- UBlackboardComponent* BlackboardComp;
- /*Blackboard keys*/
- UPROPERTY(EditDefaultsOnly, Category = "AI")
- FName LocationToGoKey;
- /*----------Blackboard----------*/
- /*I use the AActor class as the Template class so I can use the GetAllActorsOfClass function.
- However, in this collection I'm going to store all the Available ABotTargetPoint instances.*/
- TArray<AActor*> BotTargetPoints;
- /*Posses is executed when the character we want to control is spawned.
- Inside this function, we initialize the blackboard and start the behavior tree*/
- virtual void Possess(APawn* Pawn) override;
- public:
- /*----------Constructor----------*/
- AMyAIController();
- FORCEINLINE UBlackboardComponent* GetBlackboardComp() const { return BlackboardComp; }
- FORCEINLINE TArray<AActor*> GetAvailableTargetPoints() { return BotTargetPoints; }
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