// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "Perception/AISenseEvent.h" #include "Perception/AISense_Damage.h" #include "AISenseEvent_Damage.generated.h" UCLASS(MinimalAPI) class UAISenseEvent_Damage : public UAISenseEvent { GENERATED_BODY() public: UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Sense") FAIDamageEvent Event; AIMODULE_API virtual FAISenseID GetSenseID() const override; inline FAIDamageEvent GetDamageEvent() { Event.Compile(); return Event; } };