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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