Files
UnrealEngine/Engine/Source/Editor/AIGraph/Private/K2Node_AIMoveTo.cpp
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

45 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "K2Node_AIMoveTo.h"
#include "Blueprint/AIAsyncTaskBlueprintProxy.h"
#include "Blueprint/AIBlueprintHelperLibrary.h"
#include "EditorCategoryUtils.h"
#include "Internationalization/Internationalization.h"
#include "Misc/AssertionMacros.h"
#include "UObject/NameTypes.h"
#include "UObject/ObjectPtr.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(K2Node_AIMoveTo)
#define LOCTEXT_NAMESPACE "K2Node_AIMoveTo"
UK2Node_AIMoveTo::UK2Node_AIMoveTo(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
ProxyFactoryFunctionName = GET_FUNCTION_NAME_CHECKED(UAIBlueprintHelperLibrary, CreateMoveToProxyObject);
ProxyFactoryClass = UAIBlueprintHelperLibrary::StaticClass();
ProxyClass = UAIAsyncTaskBlueprintProxy::StaticClass();
}
FText UK2Node_AIMoveTo::GetMenuCategory() const
{
return FEditorCategoryUtils::GetCommonCategory(FCommonEditorCategory::AI);
}
FText UK2Node_AIMoveTo::GetTooltipText() const
{
return LOCTEXT("AIMoveTo_Tooltip", "Simple order for Pawn with AIController to move to a specific location.\n\n"
"Inherits bAllowStrafe setting from AIController.\n\n"
"Only performs strafe when Target Actor is provided.");
}
FText UK2Node_AIMoveTo::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return LOCTEXT("AIMoveTo", "AI MoveTo");
}
#undef LOCTEXT_NAMESPACE