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src/content/docs/reference/FPTask_PlayAnimation.mdx

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[ `UFlowPilotTask` ]
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Play Animation
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- Can Play an animation on many Pawns
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- Can wait for animations to finish to continue
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### Properties
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```cpp
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// Actors this animation asset will be played on
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UPROPERTY(EditAnywhere, Category="FlowPilot")
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FFlowActorReference ActorsToPlayAnimationOn;
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// Animation Asset to use
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UPROPERTY(EditAnywhere, Category="FlowPilot")
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TSoftObjectPtr<UAnimationAsset> AnimationAsset;
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// Loop animation if true
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UPROPERTY(EditAnywhere, Category="FlowPilot")
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uint8 bLooping : 1;
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// Waits for animation to complete to continue execution
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UPROPERTY(EditAnywhere, Category="FlowPilot")
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uint8 bWaitForAnimationEnd : 1;
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```

src/content/docs/reference/FPTask_PlaySound.mdx

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UPROPERTY(EditAnywhere, Category = "FlowPilot")
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FFlowActorReference ActorReference;
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// SoundCue to Play
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UPROPERTY(EditAnywhere, Category="FlowPilot")
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TObjectPtr<USoundCue> SoundToPlay;
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// SoundWave to Play
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UPROPERTY(EditAnywhere, Category="FlowPilot")
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TObjectPtr<USoundWave> SoundWaveToPlay;
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```

src/content/docs/reference/FPTask_PlaySound2D.mdx

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Play 2D Sounds
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### Properties
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```cpp
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// SoundCue to play
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UPROPERTY(EditAnywhere, Category="FlowPilot")
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TObjectPtr<USoundCue> SoundToPlay;
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// SoundWave to play
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UPROPERTY(EditAnywhere, Category="FlowPilot")
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TObjectPtr<USoundWave> SoundWaveToPlay;
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// Is UI Sound
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UPROPERTY(EditAnywhere, Category="FlowPilot")
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uint8 bIsUISound : 1;
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// Volume Multiplier
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UPROPERTY(EditAnywhere, Category="FlowPilot", AdvancedDisplay)
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float VolumeMultiplier = 1.0f;
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// Pitch Multiplier
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UPROPERTY(EditAnywhere, Category="FlowPilot", AdvancedDisplay)
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float PitchMultiplier = 1.0f;
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// Play Start time
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UPROPERTY(EditAnywhere, Category="FlowPilot", AdvancedDisplay)
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float StartTime = 0.0f;
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// Concurrency Settings
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UPROPERTY(EditAnywhere, Category="FlowPilot", AdvancedDisplay)
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USoundConcurrency* ConcurrencySettings = nullptr;
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// If the Sound persists across level changes
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UPROPERTY(EditAnywhere, Category="FlowPilot", AdvancedDisplay)
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bool bPersistAcrossLevels = false;
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// Automatically destroy sound when finished playing
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UPROPERTY(EditAnywhere, Category="FlowPilot", AdvancedDisplay)
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bool bAutoDestroy = true;
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```

src/content/docs/reference/FPTask_SpawnClass.mdx

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### Properties
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```cpp
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// SpawnLifetime dictates when we Destroy this Actor, (or leave it alive forever)
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// Spawn Lifetime dictates when we Destroy this Actor or leave it alive forever
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UPROPERTY(EditAnywhere, Category = "FlowPilot")
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EFlowActorSpawnLifetime ActorSpawnLifetime = EFlowActorSpawnLifetime::Persistent;
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src/content/docs/reference/FPTask_TriggerDistance.mdx

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UPROPERTY(EditAnywhere, Category = "FlowPilot")
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ETriggerDistanceOp Operation = ETriggerDistanceOp::LessThan;
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// Distance Method
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UPROPERTY(EditAnywhere, Category = "FlowPilot")
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EDistanceMethod Method = EDistanceMethod::Distance3D;
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// Threshold to check distance against
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UPROPERTY(EditAnywhere, Category = "FlowPilot", meta=(ClampMin=0.0f))
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float ThresholdDistance;

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