FileName: FPTask_PossessPawn.h
FPTask_PossessPawn.h
UFPTask_PossessPawn
Parent Classes: [ UFlowPilotTask ]
UFlowPilotTask
Posses Pawn:
// Pawns to Possess// if possessed by Player, will only search for 1 Pawn.// if possessed by AI Controller, will search for multiple Pawns.UPROPERTY(EditAnywhere, Category="FlowPilot")FFlowActorReference PawnsToPossess; // If true, the Player will posses the PawnUPROPERTY(EditAnywhere, Category="FlowPilot")bool bPossessByPlayer = false; // Player Controller Index, in single player games this is usually 0.// for more complex cases, this could be parameterizedUPROPERTY(EditAnywhere, Category="FlowPilot", meta=(EditCondition="bPossessByPlayer", EditConditionHides))int32 PlayerIndex = 0; // AI Controller class to posses Pawn withUPROPERTY(EditAnywhere, Category="FlowPilot", meta=(EditCondition="!bPossessByPlayer", EditConditionHides))TSubclassOf<AController> ControllerClass;