// Project Lab - NHTV Igad #pragma once #include "BehaviorTree/BTTaskNode.h" #include "BTTaskNodeJumpFence.generated.h" /** * */ UCLASS() class UNREALPROJECT_API UBTTaskNodeJumpFence : public UBTTaskNode { GENERATED_BODY() public: UBTTaskNodeJumpFence(); virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override; virtual void TickTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds) override; virtual void InitializeFromAsset(UBehaviorTree& Asset) override; UPROPERTY(EditAnywhere, Category = Blackboard) FBlackboardKeySelector BlackboardKey; protected: EBTNodeResult::Type PefromJumpFenceTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory); };