Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- private:
- /*Behavior Tree component reference*/
- UBehaviorTreeComponent* BehaviorComp;
- /*Blackboard comp ref*/
- UBlackboardComponent* BlackboardComp;
- public:
- /*Constructor*/
- AMyAIController();
- /*Blackboard key*/
- UPROPERTY(EditDefaultsOnly, Category = "AI")
- FName BlackboardKey = "Target";
- /*Executes right when the controller possess a Pawn*/
- virtual void Possess(APawn* Pawn) override;
- /*Sets the sensed target in the blackboard*/
- void SetSeenTarget(APawn* Pawn);
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement