Create Test Enemy
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Content/Enemy/BB_Enemy.uasset
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Content/Enemy/BB_Enemy.uasset
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Content/Enemy/BP_AIController.uasset
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Content/Enemy/BP_AIController.uasset
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Content/Enemy/BP_EnemyCharacter.uasset
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Content/Enemy/BP_EnemyCharacter.uasset
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Content/Enemy/BT_Enemy.uasset
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Content/Enemy/BT_Enemy.uasset
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Content/Enemy/M_Test.uasset
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Content/Enemy/M_Test.uasset
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@ -22,6 +22,13 @@ void AVampireAIController::BeginPlay()
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void AVampireAIController::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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if (AVampireCharacter* Player = Cast<AVampireCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0)))
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{
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Blackboard->SetValueAsObject("Player", Player);
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auto location = Player->GetActorLocation();
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Blackboard->SetValueAsVector("PlayerLocation", location);
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}
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}
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void AVampireAIController::OnPossess(APawn* InPawn)
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@ -38,7 +45,6 @@ void AVampireAIController::OnPossess(APawn* InPawn)
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Blackboard->InitializeBlackboard(*bt->BlackboardAsset);
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BehaviorTree->StartTree(*bt);
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Blackboard->SetValueAsObject("SelfActor", EnemyCharacter);
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Blackboard->SetValueAsObject("Player", UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
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}
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}
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