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update docs
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Mikea15 committed Sep 14, 2024
1 parent 4b73b43 commit 3597679
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11 changes: 5 additions & 6 deletions src/content/docs/reference/FPTask_BlueprintBase.mdx
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Expand Up @@ -14,8 +14,8 @@ __FileName:__ `FPTask_BlueprintBase.h`



Create Blueprint Tasks using this class as base.
- If Tick is not implemented, will instantly succeed on first tick.
Blueprint Base Task
- Inherit from Blueprints to have custom BP Tasks.

### Functions

Expand All @@ -26,18 +26,17 @@ Create Blueprint Tasks using this class as base.
void ReceiveSetup();
```
#### `ReceiveEnter`
> Implement Enter Task
> Implement enter Task
```cpp
bool ReceiveEnter();
```
#### `ReceiveTick`
> Implement Tick Task \
> auto succeeds if not implemented in Blueprint Task
> Implement tick Task
```cpp
EFPTaskResult ReceiveTick(float DeltaTime);
```
#### `ReceiveExit`
> Implement Exit Task
> Implement exit Task
```cpp
void ReceiveExit(EFPTaskResult TaskResult);
```
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6 changes: 1 addition & 5 deletions src/content/docs/reference/FPTask_Delay.mdx
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Expand Up @@ -17,15 +17,11 @@ __Parent Classes:__
[ `UFlowPilotTask` ]


Simple task that adds a delay to the execution flow
Delays Execution

### Properties

```cpp
// Delay Time
UPROPERTY(EditAnywhere, Category = "FlowPilot", meta=(ClampMin=0.0f, ForceUnits="s"))
float DelayTime = 0.0f;

// Adds random deviation (TimeAmount - RndDev, TimeAmount + RndDev), Clamped (0.0f - T)
UPROPERTY(EditAnywhere, Category = "FlowPilot", meta=(ClampMin=0.0f, ForceUnits="s"))
float RandomDeviation = 0.0f;
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19 changes: 1 addition & 18 deletions src/content/docs/reference/FPTask_Loop.mdx
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Expand Up @@ -17,21 +17,4 @@ __Parent Classes:__
[ `UFlowPilotTask` ]


Loops a Task's execution for X amount of times, or infinite

### Properties

```cpp
// Task to loop
UPROPERTY(EditDefaultsOnly, Instanced, Category = "FlowPilot")
TObjectPtr<UFlowPilotTask> Task;

// Will forever loop if True
UPROPERTY(EditDefaultsOnly, Category = "FlowPilot")
uint8 bIsInfinite : 1;

// Number of times to repeat the same task
UPROPERTY(EditDefaultsOnly, Category = "FlowPilot", meta=(ClampMin=1, EditCondition="!bIsInfinite"))
int32 Loops = 3;

```
Executes a Task in a Loop
14 changes: 7 additions & 7 deletions src/content/docs/reference/FPTask_PlayAnimation.mdx
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Expand Up @@ -19,26 +19,26 @@ __Parent Classes:__
[ `UFlowPilotTask` ]


Task that plays an animation
- Will play the animation to one or multiple Pawns found via FlowActorReference
- Option to wait for animations to complete before succeeding
Play Animation
- Can Play an animation on many Pawns
- Can wait for animations to finish to continue

### Properties

```cpp
// Pawns to play animations on
// Actors this animation asset will be played on
UPROPERTY(EditAnywhere, Category="FlowPilot")
FFlowActorReference ActorsToPlayAnimationOn;

// Animation Asset to play
// Animation Asset to use
UPROPERTY(EditAnywhere, Category="FlowPilot")
TSoftObjectPtr<UAnimationAsset> AnimationAsset;

// if true, will loop animations
// Loop animation if true
UPROPERTY(EditAnywhere, Category="FlowPilot")
uint8 bLooping : 1;

// if true, will wait for animation to finish before succeeding task
// Waits for animation to complete to continue execution
UPROPERTY(EditAnywhere, Category="FlowPilot")
uint8 bWaitForAnimationEnd : 1;

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6 changes: 3 additions & 3 deletions src/content/docs/reference/FPTask_PlaySound.mdx
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Expand Up @@ -22,15 +22,15 @@ Plays SoundCues or SoundWaves
### Properties

```cpp
// Actor Reference to use as source location
// Where to play sound from.
UPROPERTY(EditAnywhere, Category = "FlowPilot")
FFlowActorReference ActorReference;

// Sound Cue to play
// SoundCue to Play
UPROPERTY(EditAnywhere, Category="FlowPilot")
TObjectPtr<USoundCue> SoundToPlay;

// Sound Wave to play
// SoundWave to Play
UPROPERTY(EditAnywhere, Category="FlowPilot")
TObjectPtr<USoundWave> SoundWaveToPlay;

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14 changes: 7 additions & 7 deletions src/content/docs/reference/FPTask_PlaySound2D.mdx
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Expand Up @@ -22,15 +22,15 @@ Play 2D Sounds
### Properties

```cpp
// Sound Cue to Play
// SoundCue to play
UPROPERTY(EditAnywhere, Category="FlowPilot")
TObjectPtr<USoundCue> SoundToPlay;

// Sound Wave to Play
// SoundWave to play
UPROPERTY(EditAnywhere, Category="FlowPilot")
TObjectPtr<USoundWave> SoundWaveToPlay;

// if true, will play as UI sound
// Is UI Sound
UPROPERTY(EditAnywhere, Category="FlowPilot")
uint8 bIsUISound : 1;

Expand All @@ -42,19 +42,19 @@ float VolumeMultiplier = 1.0f;
UPROPERTY(EditAnywhere, Category="FlowPilot", AdvancedDisplay)
float PitchMultiplier = 1.0f;

// Play Start Time
// Play Start time
UPROPERTY(EditAnywhere, Category="FlowPilot", AdvancedDisplay)
float StartTime = 0.0f;

// Sound Concurrency Settings
// Concurrency Settings
UPROPERTY(EditAnywhere, Category="FlowPilot", AdvancedDisplay)
USoundConcurrency* ConcurrencySettings = nullptr;

// if True, sound will persist across level changes
// If the Sound persists across level changes
UPROPERTY(EditAnywhere, Category="FlowPilot", AdvancedDisplay)
bool bPersistAcrossLevels = false;

// if true, sound actor will auto destroy once finished playing
// Automatically destroy sound when finished playing
UPROPERTY(EditAnywhere, Category="FlowPilot", AdvancedDisplay)
bool bAutoDestroy = true;

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15 changes: 11 additions & 4 deletions src/content/docs/reference/FPTask_PossessPawn.mdx
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Expand Up @@ -17,22 +17,29 @@ __Parent Classes:__
[ `UFlowPilotTask` ]


Possess Pawn
Posses Pawn:
- Spawns a Controller and Possesses a Pawn
- Can Possess multiple Pawns at the same time
- Can Possess multiple Pawns at the same time using a shared GameplayTag 🏷️

### Properties

```cpp
// Pawns to Possess
// if possessed by Player, will only search for 1 Pawn.
// if possessed by AI Controller, will search for multiple Pawns.
UPROPERTY(EditAnywhere, Category="FlowPilot")
FFlowActorReference PawnsToPossess;

// Player Possesses only 1 Pawn
// If true, the Player will posses the Pawn
UPROPERTY(EditAnywhere, Category="FlowPilot")
bool bPossessByPlayer = false;

// AI Controller Class to Posses Pawns with.
// Player Controller Index, in single player games this is usually 0.
// for more complex cases, this could be parameterized
UPROPERTY(EditAnywhere, Category="FlowPilot", meta=(EditCondition="bPossessByPlayer", EditConditionHides))
int32 PlayerIndex = 0;

// AI Controller class to posses Pawn with
UPROPERTY(EditAnywhere, Category="FlowPilot", meta=(EditCondition="!bPossessByPlayer", EditConditionHides))
TSubclassOf<AController> ControllerClass;

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2 changes: 1 addition & 1 deletion src/content/docs/reference/FPTask_SpawnClass.mdx
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Expand Up @@ -22,7 +22,7 @@ Spawns a Class
### Properties

```cpp
// SpawnLifetime dictates when we Destroy this Actor, (or leave it alive forever)
// Spawn Lifetime dictates when we Destroy this Actor or leave it alive forever
UPROPERTY(EditAnywhere, Category = "FlowPilot")
EFlowActorSpawnLifetime ActorSpawnLifetime = EFlowActorSpawnLifetime::Persistent;

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4 changes: 4 additions & 0 deletions src/content/docs/reference/FPTask_TriggerDistance.mdx
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Expand Up @@ -54,6 +54,10 @@ FFlowActorReference FirstActorReference;
UPROPERTY(EditAnywhere, Category = "FlowPilot")
ETriggerDistanceOp Operation = ETriggerDistanceOp::LessThan;

// Distance Method
UPROPERTY(EditAnywhere, Category = "FlowPilot")
EDistanceMethod Method = EDistanceMethod::Distance3D;

// Threshold to check distance against
UPROPERTY(EditAnywhere, Category = "FlowPilot", meta=(ClampMin=0.0f))
float ThresholdDistance;
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12 changes: 7 additions & 5 deletions src/content/docs/reference/FPTask_TriggerVolume.mdx
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Expand Up @@ -17,8 +17,8 @@ __FileName:__ `FPTask_TriggerVolume.h`

| Value | Description |
| :-- | :-- |
| `OnEnter` | OnEnter |
| `OnExit` | OnExit |
| `OnEnter` | Triggers when Entering Volume |
| `OnExit` | Triggers when Exiting Volume |



Expand All @@ -29,16 +29,18 @@ __Parent Classes:__
[ `UFlowPilotTask` ]


Trigger by Volume
Trigger by Volume Task
- Allows choosing to Trigger (succeed task) on Entry or Exit of a volume
- Allows to wait on multiple Pawns

### Properties

```cpp
// Trigger to Listen to
// Trigger Event to Listen to
UPROPERTY(EditAnywhere, Category = "FlowPilot")
ETriggerVolumeEvent TriggerEvent;

// Volume Reference Actor
// Volume Reference Actor. Should be single actor
UPROPERTY(EditAnywhere, Category = "FlowPilot")
FFlowActorReference VolumeReference;

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