Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_AIMoveTo.cpp
Mieszko Zielinski fea9d66d25 Extracting AI code from the engine into a separate module, pass 1 #UE4
- merged over from Fortnite branch
- includes adjusting all game projects that use AI code
- contains a nasty AIModule <-> Engine circular dependency. To be removed ASAP

[CL 2085468 by Mieszko Zielinski in Main branch]
2014-05-29 17:06:50 -04:00

38 lines
997 B
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "CompilerResultsLog.h"
#include "Blueprint/AIBlueprintHelperLibrary.h"
#include "Blueprint/AIAsyncTaskBlueprintProxy.h"
#include "K2Node_AIMoveTo.h"
#define LOCTEXT_NAMESPACE "K2Node_AIMoveTo"
UK2Node_AIMoveTo::UK2Node_AIMoveTo(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
ProxyFactoryFunctionName = GET_FUNCTION_NAME_CHECKED(UAIBlueprintHelperLibrary, CreateMoveToProxyObject);
ProxyFactoryClass = UAIBlueprintHelperLibrary::StaticClass();
ProxyClass = UAIAsyncTaskBlueprintProxy::StaticClass();
}
FString UK2Node_AIMoveTo::GetCategoryName()
{
return TEXT("AI");
}
FString UK2Node_AIMoveTo::GetTooltip() const
{
return TEXT("Simple order for Pawn with AIController to move to a specific location");
}
FText UK2Node_AIMoveTo::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return LOCTEXT("AIMoveTo", "AI MoveTo");
}
#undef LOCTEXT_NAMESPACE