Ejemplo n.º 1
1
void ASpawnEnemy::SpawnRandomEnemy()
{
	TArray<FString> Parsed;
	TArray<FString> HowMuch;
	TArray<FString> TypeEnemy;
	const TCHAR* Delims[] = { TEXT(":"), TEXT(";") };

	float RandomNumber = (float)rand() / (float)RAND_MAX;
	int SetNumber = RandomNumber * (Enemies.Num());

	Enemies[SetNumber].ParseIntoArray(&Parsed, Delims, 2);

	int SizeOfArrayParsed = Parsed.Num() - 1;

	for (int x = 0; x <= SizeOfArrayParsed; x = x + 2) {
		HowMuch.Add(Parsed[x]);
	}
	for (int x = 1; x <= SizeOfArrayParsed; x = x + 2) {
		TypeEnemy.Add(Parsed[x]);
	}
	
	for (auto Itr(HowMuch.CreateIterator()); Itr; Itr++) {
		APawn* NewPawn = NULL;
		FVector BoxOnWorld = GetActorLocation();
		FRotator RotatorBoxOnWorld = GetActorRotation();
		FBox BoxInfo = GetComponentsBoundingBox();
		FVector BoxSize = BoxInfo.GetSize();

		if (TypeEnemy[Itr.GetIndex()] == "PegEnemyLight") 
		{
			EnemyClass = PegLightEnemyClass;
		}
		else if (TypeEnemy[Itr.GetIndex()] == "PegDarkEnemy") {
			EnemyClass = PegDarkEnemyClass;
		}
		else if (TypeEnemy[Itr.GetIndex()] == "GarbageEnemy") {
			EnemyClass = GarbageEnemyClass;
		}
		else if (TypeEnemy[Itr.GetIndex()] == "MeleeBookEnemy") {
			EnemyClass = MeleeBookEnemyClass;
		}
		else if (TypeEnemy[Itr.GetIndex()] == "RangeBookEnemy") {
			EnemyClass = RangeBookEnemyClass;
		}
		else if (TypeEnemy[Itr.GetIndex()] == "PianoChargeEnemy") {
			EnemyClass = PianoEnemyClass;
		}
		else if (TypeEnemy[Itr.GetIndex()] == "BarrelChargeEnemy") {
			EnemyClass = BarrelEnemyClass;
		}
		else if (TypeEnemy[Itr.GetIndex()] == "FridgeChargeEnemy") {
			EnemyClass = FridgeEnemyClass;
		}

		if (GetWorld())
		{
			int32 MyShinyNewInt = FCString::Atoi(*HowMuch[Itr.GetIndex()]);
			for (int x = 1; x <= MyShinyNewInt; x++) {

				float random = (float)rand() / (float)RAND_MAX;
				float randomy = (float)rand() / (float)RAND_MAX;

				int xValue = 1 + random * ((3) - (1));
				int yValue = 1 + randomy * ((3) - (1));

				float z, y;

				if (xValue == 1)
					z = random * (0 + (BoxSize[0] / 2));
				else
					z = random * (0 - (BoxSize[0] / 2));
				if (yValue == 1)
					y = random * (0 + (BoxSize[1] / 2));
				else
					y = random * (0 - (BoxSize[1] / 2));

				BoxOnWorld[0] += z;
				BoxOnWorld[1] += y;

				if (ShouldSpawnEnemies)
				{
					if (BoxInfo.IsInside(BoxOnWorld))
					{
						NewPawn = GetWorld()->SpawnActor<AAI_BasicEnemy>(EnemyClass, BoxOnWorld, RotatorBoxOnWorld);
						FVector BoxOnWorld = GetActorLocation();
						if (NewPawn != NULL)
						{
							if (NewPawn->Controller == NULL)
							{
								NewPawn->SpawnDefaultController();
							}
							if (BehaviorTree != NULL)
							{
								AAIController* AIController = Cast<AAIController>(NewPawn->Controller);
								if (AIController != NULL)
								{
									AIController->RunBehaviorTree(BehaviorTree);
								}
							}
						}

						//AI Direct laten aanvallen wanneer die spawnt!
						AAI_BasicController* Controller = (AAI_BasicController*)NewPawn->GetController();
						Controller->FoundPlayer();
						Controller->AISetAttackState();
					}
				}
			}
		}
	}
	EnemyClass = NULL;
	APawn* NewPawn = NULL;
}
EBTNodeResult::Type UBTTask_MoveDirectlyToward::AbortTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory)
{
	FBTMoveDirectlyTowardMemory* MyMemory = reinterpret_cast<FBTMoveDirectlyTowardMemory*>(NodeMemory);
	AAIController* MyController = OwnerComp.GetAIOwner();

	if (MyController && MyController->GetPathFollowingComponent())
	{
		MyController->GetPathFollowingComponent()->AbortMove(TEXT("BehaviorTree abort"), MyMemory->MoveRequestID);
	}

	return Super::AbortTask(OwnerComp, NodeMemory);
}
Ejemplo n.º 3
0
EBTNodeResult::Type UPBTask_Attack::ExecuteTask(UBehaviorTreeComponent* OwnerComp, uint8* NodeMemory)
{
	AAIController * Controller = OwnerComp ? Cast<AAIController>(OwnerComp->GetOwner()) : nullptr;

	APBEnemy * Enemy = Controller ? Cast<APBEnemy>(Controller->GetCharacter()) : nullptr;

	if (Enemy)
	{
		Enemy->Attack();
	}

	return EBTNodeResult::Succeeded;
}
Ejemplo n.º 4
0
//========================================================================
void C_DudeMoveTo::Start()
{
	AAIController* controller = CastChecked<AAIController>(m_Dude.GetController());
	auto ret = controller->MoveToLocation(target, -1.f, true, true, false, true, 0, false); //do not allow partial paths!
	if (ret == EPathFollowingRequestResult::Failed)
	{
		m_Dude.ClearActionQueue();
		cbHandle.Reset();
	}
	else
	{
		cbHandle = controller->GetPathFollowingComponent()->OnMoveFinished.AddRaw(this, &C_DudeMoveTo::OnMoveCompleted);
	}

}
UAIAsyncTaskBlueprintProxy* UAIBlueprintHelperLibrary::CreateMoveToProxyObject(UObject* WorldContextObject, APawn* Pawn, FVector Destination, AActor* TargetActor, float AcceptanceRadius, bool bStopOnOverlap)
{
	check(WorldContextObject);
	if (!Pawn)
	{
		return NULL;
	}
	UAIAsyncTaskBlueprintProxy* MyObj = NULL;
	AAIController* AIController = Cast<AAIController>(Pawn->GetController());
	if (AIController)
	{
		UWorld* World = GEngine->GetWorldFromContextObject( WorldContextObject );
		MyObj = NewObject<UAIAsyncTaskBlueprintProxy>(World);

		FAIMoveRequest MoveReq;
		MoveReq.SetUsePathfinding(true);
		MoveReq.SetAcceptanceRadius(AcceptanceRadius);
		MoveReq.SetStopOnOverlap(bStopOnOverlap);
		if (TargetActor)
		{
			MoveReq.SetGoalActor(TargetActor);
		}
		else
		{
			MoveReq.SetGoalLocation(Destination);
		}
		
		FPathFindingQuery Query;
		const bool bValidQuery = AIController->PreparePathfinding(MoveReq, Query);

		if (bValidQuery)
		{
			const FAIRequestID RequestID = AIController->RequestPathAndMove(MoveReq, Query);
			if (RequestID.IsValid())
			{
				MyObj->AIController = AIController;
				MyObj->AIController->ReceiveMoveCompleted.AddDynamic(MyObj, &UAIAsyncTaskBlueprintProxy::OnMoveCompleted);
				MyObj->MoveRequestId = RequestID;
			}
			else
			{
				World->GetTimerManager().SetTimer(MyObj->TimerHandle_OnNoPath, MyObj, &UAIAsyncTaskBlueprintProxy::OnNoPath, 0.1f, false);
			}
		}
	}
	return MyObj;
}
EBTNodeResult::Type UBTTask_MoveDirectlyToward::ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory)
{
	const UBlackboardComponent* MyBlackboard = OwnerComp.GetBlackboardComponent();
	FBTMoveDirectlyTowardMemory* MyMemory = reinterpret_cast<FBTMoveDirectlyTowardMemory*>(NodeMemory);
	AAIController* MyController = OwnerComp.GetAIOwner();
	EBTNodeResult::Type NodeResult = EBTNodeResult::Failed;

	if (MyController && MyBlackboard)
	{
		EPathFollowingRequestResult::Type RequestResult = EPathFollowingRequestResult::Failed;

		if (BlackboardKey.SelectedKeyType == UBlackboardKeyType_Object::StaticClass())
		{
			UObject* KeyValue = MyBlackboard->GetValue<UBlackboardKeyType_Object>(BlackboardKey.GetSelectedKeyID());
			AActor* TargetActor = Cast<AActor>(KeyValue);
			if (TargetActor)
			{
				RequestResult = bDisablePathUpdateOnGoalLocationChange ?
					MyController->MoveToLocation(TargetActor->GetActorLocation(), AcceptableRadius, bStopOnOverlap, /*bUsePathfinding=*/false, /*bProjectDestinationToNavigation=*/bProjectVectorGoalToNavigation, bAllowStrafe) :
					MyController->MoveToActor(TargetActor, AcceptableRadius, bStopOnOverlap, /*bUsePathfinding=*/false, bAllowStrafe);
			}
		}
		else if (BlackboardKey.SelectedKeyType == UBlackboardKeyType_Vector::StaticClass())
		{
			const FVector TargetLocation = MyBlackboard->GetValue<UBlackboardKeyType_Vector>(BlackboardKey.GetSelectedKeyID());
			RequestResult = MyController->MoveToLocation(TargetLocation, AcceptableRadius, bStopOnOverlap, /*bUsePathfinding=*/false, /*bProjectDestinationToNavigation=*/bProjectVectorGoalToNavigation, bAllowStrafe);
		}

		if (RequestResult == EPathFollowingRequestResult::RequestSuccessful)
		{
			const FAIRequestID RequestID = MyController->GetCurrentMoveRequestID();

			MyMemory->MoveRequestID = RequestID;
			WaitForMessage(OwnerComp, UBrainComponent::AIMessage_MoveFinished, RequestID);

			NodeResult = EBTNodeResult::InProgress;
		}
		else if (RequestResult == EPathFollowingRequestResult::AlreadyAtGoal)
		{
			NodeResult = EBTNodeResult::Succeeded;
		}
	}

	return NodeResult;
}
void UPerceptionGameplayDebuggerObject::CollectDataToReplicate(APlayerController* MyPC, AActor *SelectedActor)
{
	Super::CollectDataToReplicate(MyPC, SelectedActor);

#if ENABLED_GAMEPLAY_DEBUGGER
	if (GetWorld()->TimeSeconds - LastDataCaptureTime < 2)
	{
		return;
	}

	APawn* MyPawn = Cast<APawn>(SelectedActor);
	if (MyPawn)
	{
		AAIController* BTAI = Cast<AAIController>(MyPawn->GetController());
		if (BTAI)
		{
			UAIPerceptionComponent* PerceptionComponent = BTAI->GetAIPerceptionComponent();
			if (PerceptionComponent == nullptr)
			{
				PerceptionComponent = MyPawn->FindComponentByClass<UAIPerceptionComponent>();
			}
			if (PerceptionComponent)
			{
				TArray<FString> PerceptionTexts;
				GenericShapeElements.Reset();

				PerceptionComponent->GrabGameplayDebuggerData(PerceptionTexts, GenericShapeElements);
				DistanceFromPlayer = DistanceFromSensor = -1;

				if (MyPC && MyPC->GetPawn())
				{
					DistanceFromPlayer = (MyPawn->GetActorLocation() - MyPC->GetPawn()->GetActorLocation()).Size();
					DistanceFromSensor = SensingComponentLocation != FVector::ZeroVector ? (SensingComponentLocation - MyPC->GetPawn()->GetActorLocation()).Size() : -1;
				}
			}

			UAIPerceptionSystem* PerceptionSys = UAIPerceptionSystem::GetCurrent(MyPawn->GetWorld());
			if (PerceptionSys)
			{
				PerceptionLegend = PerceptionSys->GetPerceptionDebugLegend();
			}
		}
	}
#endif
}
void UGameplayDebuggingComponent::CollectBehaviorTreeData()
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
    if (!ShouldReplicateData(EAIDebugDrawDataView::BehaviorTree))
    {
        return;
    }

    BrainComponentName = TEXT("");
    BrainComponentString = TEXT("");

    APawn* MyPawn = Cast<APawn>(GetSelectedActor());
    AAIController* MyController = Cast<AAIController>(MyPawn->Controller);
    if (MyController != NULL && MyController->BrainComponent != NULL && MyController->IsPendingKillPending() == false)
    {
        BrainComponentName = MyController->BrainComponent != NULL ? MyController->BrainComponent->GetName() : TEXT("");
        BrainComponentString = MyController->BrainComponent != NULL ? MyController->BrainComponent->GetDebugInfoString() : TEXT("");

        BlackboardString = MyController->BrainComponent->GetBlackboardComponent() ? MyController->BrainComponent->GetBlackboardComponent()->GetDebugInfoString(EBlackboardDescription::KeyWithValue) : TEXT("");

        if (World && World->GetNetMode() != NM_Standalone)
        {
            TArray<uint8> UncompressedBuffer;
            FMemoryWriter ArWriter(UncompressedBuffer);

            ArWriter << BlackboardString;

            const int32 HeaderSize = sizeof(int32);
            BlackboardRepData.Init(0, HeaderSize + FMath::TruncToInt(1.1f * UncompressedBuffer.Num()));

            const int32 UncompressedSize = UncompressedBuffer.Num();
            int32 CompressedSize = BlackboardRepData.Num() - HeaderSize;
            uint8* DestBuffer = BlackboardRepData.GetData();
            FMemory::Memcpy(DestBuffer, &UncompressedSize, HeaderSize);
            DestBuffer += HeaderSize;

            FCompression::CompressMemory((ECompressionFlags)(COMPRESS_ZLIB | COMPRESS_BiasMemory),
                                         (void*)DestBuffer, CompressedSize, (void*)UncompressedBuffer.GetData(), UncompressedSize);

            BlackboardRepData.SetNum(CompressedSize + HeaderSize, false);
        }
    }
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
void AEventExampleProjectPlayerController::SetNewMoveDestination(const FVector DestLocation)
{
	
	if (ControlledActors.Num() > 0)
	{
		UNavigationSystem* const NavSys = GetWorld()->GetNavigationSystem();

		for (auto ctr : ControlledActors)
		{
			if (!ctr.IsValid()) continue;
			AAIController * controlled = ctr.Get();
			APawn *pPawn = controlled->GetPawn();
			if (pPawn)
			{
				float const Distance = FVector::Dist(DestLocation, pPawn->GetActorLocation());
				// We need to issue move command only if far enough in order for walk animation to play correctly
				if (NavSys && (Distance > 120.0f))
				{
					NavSys->SimpleMoveToLocation(controlled, DestLocation);
				}
			}
		}
	}
}
void UAIBlueprintHelperLibrary::UnlockAIResourcesWithAnimation(UAnimInstance* AnimInstance, bool bUnlockMovement, bool UnlockAILogic)
{
	if (AnimInstance == NULL)
	{
		return;
	}

	APawn* PawnOwner = AnimInstance->TryGetPawnOwner();
	if (PawnOwner)
	{
		AAIController* OwningAI = Cast<AAIController>(PawnOwner->Controller);
		if (OwningAI)
		{
			if (bUnlockMovement && OwningAI->GetPathFollowingComponent())
			{
				OwningAI->GetPathFollowingComponent()->ClearResourceLock(EAIRequestPriority::HardScript);
			}
			if (UnlockAILogic && OwningAI->BrainComponent)
			{
				OwningAI->BrainComponent->ClearResourceLock(EAIRequestPriority::HardScript);
			}
		}
	}
}
Ejemplo n.º 11
0
void AChangeable::Change()
{
	FActorSpawnParameters SpawnParameters = FActorSpawnParameters();
	SpawnParameters.bNoCollisionFail = true;
	APawn* Pawn = GetWorld()->SpawnActor<APawn>(TargetClass, GetActorLocation(), GetActorRotation(), SpawnParameters);

	if (Pawn)
	{
		if (Pawn->Controller)
		{
			Pawn->SpawnDefaultController();
		}
		if (BehaviorTree != NULL)
		{
			AAIController* AIController = Cast<AAIController>(Pawn->Controller);
			if (AIController != NULL)
			{
				AIController->RunBehaviorTree(BehaviorTree);
			}
		}
	}

	Destroy();
}
APawn* UKismetAIHelperLibrary::SpawnAI(class UObject* WorldContextObject, UBlueprint* Pawn, class UBehaviorTree* BehaviorTree, FVector Location, FRotator Rotation, bool bNoCollisionFail)
{
	APawn* NewPawn = NULL;

	UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject);
	if (World && Pawn && BehaviorTree)
	{
		FActorSpawnParameters ActorSpawnParams;
		ActorSpawnParams.bNoCollisionFail = bNoCollisionFail;
		NewPawn = World->SpawnActor<APawn>(Pawn->GeneratedClass, Location, Rotation, ActorSpawnParams);

		ActorSpawnParams.bNoCollisionFail = true;

		if (NewPawn != NULL)
		{
			if (NewPawn->Controller == NULL)
			{
				AAIController* NewController = World->SpawnActor<AAIController>(AAIController::StaticClass(), ActorSpawnParams);

				if (NewController)
				{
					NewController->Possess(NewPawn);
				}
			}

			AAIController* AIController = Cast<AAIController>(NewPawn->Controller);

			if (AIController != NULL)
			{
				AIController->RunBehaviorTree(BehaviorTree);
			}
		}
	}

	return NewPawn;
}
EBTNodeResult::Type UBTTask_MoveDirectlyToward::ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory)
{
	const UBlackboardComponent* MyBlackboard = OwnerComp.GetBlackboardComponent();
	FBTMoveDirectlyTowardMemory* MyMemory = reinterpret_cast<FBTMoveDirectlyTowardMemory*>(NodeMemory);
	AAIController* MyController = OwnerComp.GetAIOwner();
	EBTNodeResult::Type NodeResult = EBTNodeResult::Failed;

	if (MyController && MyBlackboard)
	{
		if (GET_AI_CONFIG_VAR(bEnableBTAITasks))
		{
			UAITask_MoveTo* AIMoveTask = NewBTAITask<UAITask_MoveTo>(OwnerComp);

			if (AIMoveTask != nullptr)
			{
				bool bSetUp = false;
				if (BlackboardKey.SelectedKeyType == UBlackboardKeyType_Object::StaticClass())
				{
					UObject* KeyValue = MyBlackboard->GetValue<UBlackboardKeyType_Object>(BlackboardKey.GetSelectedKeyID());
					AActor* TargetActor = Cast<AActor>(KeyValue);
					if (TargetActor)
					{
						AIMoveTask->SetUp(MyController, FVector::ZeroVector, TargetActor, AcceptableRadius, /*bUsePathfinding=*/false, FAISystem::BoolToAIOption(bStopOnOverlap));
						NodeResult = EBTNodeResult::InProgress;
					}
					else
					{
						UE_VLOG(MyController, LogBehaviorTree, Warning, TEXT("UBTTask_MoveDirectlyToward::ExecuteTask tried to go to actor while BB %s entry was empty"), *BlackboardKey.SelectedKeyName.ToString());
					}
				}
				else if (BlackboardKey.SelectedKeyType == UBlackboardKeyType_Vector::StaticClass())
				{
					const FVector TargetLocation = MyBlackboard->GetValue<UBlackboardKeyType_Vector>(BlackboardKey.GetSelectedKeyID());
					AIMoveTask->SetUp(MyController, TargetLocation, nullptr, AcceptableRadius, /*bUsePathfinding=*/false, FAISystem::BoolToAIOption(bStopOnOverlap));
					NodeResult = EBTNodeResult::InProgress;
				}

				if (NodeResult == EBTNodeResult::InProgress)
				{
					AIMoveTask->ReadyForActivation();
				}
			}
		}
		else
		{
			EPathFollowingRequestResult::Type RequestResult = EPathFollowingRequestResult::Failed;

			if (BlackboardKey.SelectedKeyType == UBlackboardKeyType_Object::StaticClass())
			{
				UObject* KeyValue = MyBlackboard->GetValue<UBlackboardKeyType_Object>(BlackboardKey.GetSelectedKeyID());
				AActor* TargetActor = Cast<AActor>(KeyValue);
				if (TargetActor)
				{
					RequestResult = bDisablePathUpdateOnGoalLocationChange ?
						MyController->MoveToLocation(TargetActor->GetActorLocation(), AcceptableRadius, bStopOnOverlap, /*bUsePathfinding=*/false, /*bProjectDestinationToNavigation=*/bProjectVectorGoalToNavigation, bAllowStrafe) :
						MyController->MoveToActor(TargetActor, AcceptableRadius, bStopOnOverlap, /*bUsePathfinding=*/false, bAllowStrafe);
				}
			}
			else if (BlackboardKey.SelectedKeyType == UBlackboardKeyType_Vector::StaticClass())
			{
				const FVector TargetLocation = MyBlackboard->GetValue<UBlackboardKeyType_Vector>(BlackboardKey.GetSelectedKeyID());
				RequestResult = MyController->MoveToLocation(TargetLocation, AcceptableRadius, bStopOnOverlap, /*bUsePathfinding=*/false, /*bProjectDestinationToNavigation=*/bProjectVectorGoalToNavigation, bAllowStrafe);
			}

			if (RequestResult == EPathFollowingRequestResult::RequestSuccessful)
			{
				const FAIRequestID RequestID = MyController->GetCurrentMoveRequestID();

				MyMemory->MoveRequestID = RequestID;
				WaitForMessage(OwnerComp, UBrainComponent::AIMessage_MoveFinished, RequestID);

				NodeResult = EBTNodeResult::InProgress;
			}
			else if (RequestResult == EPathFollowingRequestResult::AlreadyAtGoal)
			{
				NodeResult = EBTNodeResult::Succeeded;
			}
		}
	}

	return NodeResult;
}
void FGameplayDebuggerCategory_AI::CollectData(APlayerController* OwnerPC, AActor* DebugActor)
{
	APawn* MyPawn = Cast<APawn>(DebugActor);
	ACharacter* MyChar = Cast<ACharacter>(MyPawn);
	DataPack.PawnName = MyPawn ? MyPawn->GetHumanReadableName() : FString(TEXT("{red}No selected pawn."));
	DataPack.bIsUsingCharacter = (MyChar != nullptr);

	AAIController* MyController = MyPawn ? Cast<AAIController>(MyPawn->Controller) : nullptr;
	DataPack.bHasController = (MyController != nullptr);
	if (MyController)
	{
		if (MyController->IsPendingKill() == false)
		{
			DataPack.ControllerName = MyController->GetName();
		}
		else
		{
			DataPack.ControllerName = TEXT("Controller PENDING KILL");
		}
	}
	else
	{
		DataPack.ControllerName = TEXT("No Controller");
	}

	if (MyPawn && !MyPawn->IsPendingKill())
	{
		UCharacterMovementComponent* CharMovementComp = MyChar ? MyChar->GetCharacterMovement() : nullptr;
		if (CharMovementComp)
		{
			UPrimitiveComponent* FloorComponent = MyPawn->GetMovementBase();
			AActor* FloorActor = FloorComponent ? FloorComponent->GetOwner() : nullptr;
			DataPack.MovementBaseInfo = FloorComponent ? FString::Printf(TEXT("%s.%s"), *GetNameSafe(FloorActor), *FloorComponent->GetName()) : FString(TEXT("None"));
			DataPack.MovementModeInfo = CharMovementComp->GetMovementName();
		}

		UBehaviorTreeComponent* BehaviorComp = MyController ? Cast<UBehaviorTreeComponent>(MyController->BrainComponent) : nullptr;
		DataPack.bIsUsingBehaviorTree = (BehaviorComp != nullptr);
		if (BehaviorComp)
		{
			DataPack.CurrentAITask = BehaviorComp->DescribeActiveTasks();
			DataPack.CurrentAIState = BehaviorComp->IsRunning() ? TEXT("Running") : BehaviorComp->IsPaused() ? TEXT("Paused") : TEXT("Inactive");
			DataPack.CurrentAIAssets = BehaviorComp->DescribeActiveTrees();
		}

		UGameplayTasksComponent* TasksComponent = MyController ? MyController->GetGameplayTasksComponent() : nullptr;
		DataPack.bIsUsingGameplayTasks = (TasksComponent != nullptr);
		if (TasksComponent)
		{
			for (FConstGameplayTaskIterator It = TasksComponent->GetTickingTaskIterator(); It; ++It)
			{
				const UGameplayTask* TaskOb = *It;
				if (TaskOb)
				{
					DataPack.TickingTaskInfo += DescribeTaskHelper(*TaskOb);
					DataPack.NumTickingTasks++;
				}
			}

			for (FConstGameplayTaskIterator It = TasksComponent->GetPriorityQueueIterator(); It; ++It)
			{
				const UGameplayTask* TaskOb = *It;
				if (TaskOb)
				{
					DataPack.TaskQueueInfo += DescribeTaskHelper(*TaskOb);
					DataPack.NumTasksInQueue++;
				}
			}
		}

		DataPack.MontageInfo = MyChar ? GetNameSafe(MyChar->GetCurrentMontage()) : FString();

		UNavigationSystem* NavSys = UNavigationSystem::GetCurrent(MyPawn->GetWorld());
		const ANavigationData* NavData = MyController && NavSys ? NavSys->GetNavDataForProps(MyController->GetNavAgentPropertiesRef()) : nullptr;
		DataPack.NavDataInfo = NavData ? NavData->GetConfig().Name.ToString() : FString();

		CollectPathData(MyController);
	}
	else
	{
		PathDataPack.PathCorridor.Reset();
		PathDataPack.PathPoints.Reset();
	}
}
Ejemplo n.º 15
0
void C_DudeMoveTo::Cancel()
{
	AAIController* controller = CastChecked<AAIController>(m_Dude.GetController());
	controller->StopMovement();

}
Ejemplo n.º 16
0
bool C_DudeMoveTo::Update(float)
{
	AAIController* controller = CastChecked<AAIController>(m_Dude.GetController());
	auto status = controller->GetMoveStatus();
	return status != EPathFollowingStatus::Idle;
}