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| override void  | OnEnter (AIAgent owner) | 
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| override ENodeResult  | EOnTaskSimulate (AIAgent owner, float dt) | 
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| override void  | OnAbort (AIAgent owner, Node nodeCausingAbort) | 
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◆ CanReturnRunning()
  
  
      
        
          | static override bool SCR_AICharacterLeanOnAbort.CanReturnRunning  | 
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◆ EOnTaskSimulate()
  
  
      
        
          | override ENodeResult SCR_AICharacterLeanOnAbort.EOnTaskSimulate  | 
          ( | 
          AIAgent |           owner,  | 
         
        
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          float |           dt ) | 
         
       
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protected   | 
  
 
 
◆ GetOnHoverDescription()
  
  
      
        
          | static override string SCR_AICharacterLeanOnAbort.GetOnHoverDescription  | 
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static   | 
  
 
 
◆ OnAbort()
  
  
      
        
          | override void SCR_AICharacterLeanOnAbort.OnAbort  | 
          ( | 
          AIAgent |           owner,  | 
         
        
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          Node |           nodeCausingAbort ) | 
         
       
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protected   | 
  
 
 
◆ OnEnter()
  
  
      
        
          | override void SCR_AICharacterLeanOnAbort.OnEnter  | 
          ( | 
          AIAgent |           owner | ) | 
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protected   | 
  
 
 
◆ VisibleInPalette()
  
  
      
        
          | static override bool SCR_AICharacterLeanOnAbort.VisibleInPalette  | 
          ( | 
           | ) | 
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staticprotected   | 
  
 
 
◆ m_bAbortDone
  
  
      
        
          | bool SCR_AICharacterLeanOnAbort.m_bAbortDone | 
         
       
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protected   | 
  
 
 
The documentation for this interface was generated from the following file:
- Game/AI/ScriptedNodes/Soldier/SCR_AICharacterLeanOnAbort.c