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.
1Property
4 Functions & Events
0Event Dispatcher
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.
Name
Type
Description
Combat System Interface
BPI Combat System
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.
Name
Access
Description
Get Combat System
private
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
event
Called when the node is executed. Handles interaction with the combat system to perform attack.
Receive Abort
event
Unbinds all connections to combat system and shuts down task.
Attack Finished
event
Unbinds all connections to combat system and lets the task succeed.