◆ CanReturnRunning()
| static override bool SCR_AISetPosition.CanReturnRunning |
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◆ EOnTaskSimulate()
| override ENodeResult SCR_AISetPosition.EOnTaskSimulate |
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AIAgent | owner, |
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float | dt ) |
◆ GetOnHoverDescription()
| static override string SCR_AISetPosition.GetOnHoverDescription |
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| ) |
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static |
◆ GetVariablesIn()
| override TStringArray SCR_AISetPosition.GetVariablesIn |
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◆ VisibleInPalette()
| static override bool SCR_AISetPosition.VisibleInPalette |
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◆ AGENT_PORT
| const string SCR_AISetPosition.AGENT_PORT = "AgentIn" |
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staticprotected |
◆ ENTITY_PORT
| const string SCR_AISetPosition.ENTITY_PORT = "EntitytIn" |
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staticprotected |
◆ m_charContr
◆ s_aVarsIn
| ref TStringArray SCR_AISetPosition.s_aVarsIn |
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protected |
Initial value:= {
}
static const string AGENT_PORT
Definition SCR_AISetPosition.c:6
static const string ENTITY_PORT
Definition SCR_AISetPosition.c:5
static const string TARGET_PORT
Definition SCR_AISetPosition.c:7
◆ TARGET_INFO_PORT
| const string SCR_AISetPosition.TARGET_INFO_PORT = "TargetInfo" |
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staticprotected |
◆ TARGET_PORT
| const string SCR_AISetPosition.TARGET_PORT = "DestinationIn" |
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staticprotected |
The documentation for this interface was generated from the following file:
- Game/AI/ScriptedNodes/Utils/SCR_AISetPosition.c