BTTask_LPSP_Attack
Introduction
The Attack Behavior Tree Task (BTTask_LPSP_Attack) is responsible for determining the actions that an AI-controlled character should take when attacking a target.
If you seek to access the BTTask_LPSP_Attack, it is conveniently located at the following path: InfimaGames/LowPolyShooterPack/Core/AI/BTTask_LPSP_Attack.
Functions
In Firing Range:
This function returns true if the AI is in range to fire at the Chase_Target.
In Grenade Range:
This function returns true if the AI is in range to throw a grenade at the Chase_Target.
In Melee Range:
This function returns true if the AI is in range to melee the Chase_Target.
Try Perform Melee Attack:
This function checks if the AI can perform a melee attack, and if it is possible, it performs it.
Try Perform Grenade Throw:
This function checks if the AI can perform a grenade throw, and if it is possible, it performs it.
Macros
Get Distance To Chase Target:
This macro returns the distance from the AI to its Chase_Target.
Editable Variables
Chase_Target:
This variable holds the Blackboard Key for the Chase_Target.
Wants_To_Run:
This variable holds the Blackboard Key that indicates whether the AI wants to run or not.
Firing Range:
This variable represents the minimum and maximum distances that the AI can be from the Chase_Target and still be able to fire.
Fire Time Range:
This variable determines the minimum and maximum amount of time that an AI can fire continuously.
Grenade Range:
This variable represents the minimum and maximum distances that the AI can be from the target and still be able to throw a grenade.
Melee Range:
This variable represents the minimum and maximum distances that the AI can be from the target and still be able to melee.
Can Shoot:
This variable indicates whether the AI has the capability to shoot.
Can Throw Grenades:
This variable defines if the AI is able to throw grenades.
Can Melee:
This variable shows if the AI is equipped to perform melee attacks.
Private Variables
Controlled:
This variable holds a reference to the controlled pawn.
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