13 #include "DomainRandomizationDNNPCH.h"
14 #include "RandomComponentBase.h"
15 #include "RandomMovementComponent.generated.h"
18 UCLASS(Blueprintable, ClassGroup = (NVIDIA), meta = (BlueprintSpawnableComponent))
27 AVolume* GetRandomLocationVolume()
const
29 return RandomLocationVolume;
31 void SetRandomLocationVolume(AVolume* NewVolume,
bool bForceUseVolume =
false);
37 UPROPERTY(EditAnywhere)
38 bool bRelatedToOriginLocation;
40 UPROPERTY(EditAnywhere, meta = (EditCondition =
"bRelatedToOriginLocation"))
44 UPROPERTY(EditAnywhere, meta = (EditCondition =
"bRelatedToOriginLocation"))
45 bool bUseObjectAxesInsteadOfWorldAxes;
48 UPROPERTY(EditAnywhere, meta = (EditCondition =
"!bRelatedToOriginLocation"))
49 AVolume* RandomLocationVolume;
53 UPROPERTY(EditAnywhere)
58 UPROPERTY(EditAnywhere)
61 UPROPERTY(EditAnywhere, meta=(EditCondition=
"!bShouldTeleport"))
62 FFloatInterval RandomSpeedRange;
65 void BeginPlay()
override;
66 void TickComponent(
float DeltaTime,
enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
override;
68 void OnRandomization_Implementation()
override;
69 void OnFinishedRandomization()
override;
73 FVector TargetLocation;
77 FTransform OriginalTransform;