---@class BP_ShootingTargetController_C:DetourCrowdAIController --Edit Below-- local BP_ShootingTargetController = { IsForward = true; }; function BP_ShootingTargetController:ReceiveBeginPlay() self.SuperClass.ReceiveBeginPlay(self); if UGCGameSystem.IsServer() then ---@field SimpleMoveToLocation fun(Controller:AController,Goal:FVector) UGCEventSystem.SetTimer(self, self.AutoMove, 20.) end end function BP_ShootingTargetController:AutoMove() UGCLogSystem.Log("[BP_ShootingTargetController_AutoMove]") UGCEventSystem.SetTimerLoop(self, function() local TargetPos = self.IsForward and self.Pawn.BeginTFPos or self.Pawn.EndTFPos UGCLogSystem.Log("[BP_ShootingTargetController_AutoMove] TargetPos:%s", VectorHelper.ToString(TargetPos)) self.IsForward = not self.IsForward self:MoveToLocation(TargetPos) end, 3. ) end --[[ function BP_ShootingTargetController:ReceiveTick(DeltaTime) self.SuperClass.ReceiveTick(self, DeltaTime); end --]] --[[ function BP_ShootingTargetController:ReceiveEndPlay() self.SuperClass.ReceiveEndPlay(self); end --]] --[[ function BP_ShootingTargetController:GetReplicatedProperties() return end --]] --[[ function BP_ShootingTargetController:GetAvailableServerRPCs() return end --]] return BP_ShootingTargetController;