public bool PerformAction(APawn pawn, UPawnAction action) => E_UPawnActionsComponent_PerformAction(this, pawn, action);
/// <summary> /// All it does is tie actions into a double-linked list making NewTopAction /// <para>new stack's top </para> /// </summary> public void PushAction(UPawnAction newTopAction) => E_FPawnActionStack_PushAction(this, newTopAction);
/// <summary> /// Looks through the double-linked action list looking for specified action /// <para>and if found action will be popped along with all it's siblings </para> /// </summary> public void PopAction(UPawnAction actionToPop) => E_FPawnActionStack_PopAction(this, actionToPop);
/// <summary> /// apart from doing regular push request copies additional values from Parent, like Priority and Instigator /// </summary> protected bool PushChildAction(UPawnAction action) => E_UPawnAction_PushChildAction(this, action);
/// <summary> /// called to pause action when higher priority or child action kicks in /// </summary> protected virtual bool Pause(UPawnAction pausedBy) => E_UPawnAction_Pause(this, pausedBy);
/// <summary> /// called when action is removed from stack (FinishedAborting) by some external event /// <para>default behavior: finish task as failed </para> /// </summary> protected virtual void OnActionLost(UPawnAction action) => E_UBTTask_PawnActionBase_OnActionLost(this, action);