test/Source/MyProject/Variant_Combat/AI/CombatAIController.cpp

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2026-03-10 14:53:35 +00:00
// Copyright Epic Games, Inc. All Rights Reserved.
#include "CombatAIController.h"
#include "Components/StateTreeAIComponent.h"
ACombatAIController::ACombatAIController()
{
// create the StateTree AI Component
StateTreeAI = CreateDefaultSubobject<UStateTreeAIComponent>(TEXT("StateTreeAI"));
check(StateTreeAI);
// ensure we start the StateTree when we possess the pawn
bStartAILogicOnPossess = true;
// ensure we're attached to the possessed character.
// this is necessary for EnvQueries to work correctly
bAttachToPawn = true;
}