Attack Behaviour Task
This page aims to explain the technical details of the Attack Behaviour Task. Here, you will find tables showing the available properties and functions for this component.
Overview
The Attack Behaviour Task contains one property, four functions / events and no event dispatchers. This section of the page contains detailed information about each of these elements, presented in tables for easier understanding.
Properties
The Attack Behaviour Task comes with a selection of properties that are used throughout the system. Below, you will find a table containing all the properties and some general information.
Combat System Interface
Interface handling all combat actions.
Functions & Events
The Attack Behaviour Task comes with a range of private functions & events that are used to perform attacks based on behaviour tree decision making. Below, you will find a table containing details of all the systems functions and some general information.
Get Combat System
Tries to access the combat system trough the controlled pawn of the AI Controller managing the Behaviour Tree that contains the task.
Receive Execute AI
Called when the node is executed. Handles interaction with the combat system to perform attack.
Receive Abort
Unbinds all connections to combat system and shuts down task.
Attack Finished
Unbinds all connections to combat system and lets the task succeed.
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