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update docs
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src/content/docs/reference/FPTask_BlueprintBase.mdx

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@@ -14,8 +14,8 @@ __FileName:__ `FPTask_BlueprintBase.h`
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Create Blueprint Tasks using this class as base.
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- If Tick is not implemented, will instantly succeed on first tick.
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Blueprint Base Task
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- Inherit from Blueprints to have custom BP Tasks.
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### Functions
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void ReceiveSetup();
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```
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#### `ReceiveEnter`
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> Implement Enter Task
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> Implement enter Task
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```cpp
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bool ReceiveEnter();
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```
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#### `ReceiveTick`
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> Implement Tick Task \
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> auto succeeds if not implemented in Blueprint Task
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> Implement tick Task
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```cpp
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EFPTaskResult ReceiveTick(float DeltaTime);
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```
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#### `ReceiveExit`
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> Implement Exit Task
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> Implement exit Task
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```cpp
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void ReceiveExit(EFPTaskResult TaskResult);
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```

src/content/docs/reference/FPTask_Delay.mdx

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[ `UFlowPilotTask` ]
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Simple task that adds a delay to the execution flow
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Delays Execution
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### Properties
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```cpp
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// Delay Time
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UPROPERTY(EditAnywhere, Category = "FlowPilot", meta=(ClampMin=0.0f, ForceUnits="s"))
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float DelayTime = 0.0f;
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// Adds random deviation (TimeAmount - RndDev, TimeAmount + RndDev), Clamped (0.0f - T)
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UPROPERTY(EditAnywhere, Category = "FlowPilot", meta=(ClampMin=0.0f, ForceUnits="s"))
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float RandomDeviation = 0.0f;

src/content/docs/reference/FPTask_Loop.mdx

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[ `UFlowPilotTask` ]
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Loops a Task's execution for X amount of times, or infinite
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### Properties
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```cpp
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// Task to loop
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UPROPERTY(EditDefaultsOnly, Instanced, Category = "FlowPilot")
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TObjectPtr<UFlowPilotTask> Task;
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// Will forever loop if True
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UPROPERTY(EditDefaultsOnly, Category = "FlowPilot")
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uint8 bIsInfinite : 1;
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// Number of times to repeat the same task
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UPROPERTY(EditDefaultsOnly, Category = "FlowPilot", meta=(ClampMin=1, EditCondition="!bIsInfinite"))
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int32 Loops = 3;
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```
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Executes a Task in a Loop

src/content/docs/reference/FPTask_PlayAnimation.mdx

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[ `UFlowPilotTask` ]
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Task that plays an animation
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- Will play the animation to one or multiple Pawns found via FlowActorReference
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- Option to wait for animations to complete before succeeding
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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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// Pawns to play animations on
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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 play
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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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// if true, will loop animations
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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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// if true, will wait for animation to finish before succeeding task
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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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### Properties
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```cpp
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// Actor Reference to use as source location
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// Where to play sound from.
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UPROPERTY(EditAnywhere, Category = "FlowPilot")
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FFlowActorReference ActorReference;
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// Sound Cue to play
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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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// Sound Wave to play
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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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### Properties
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```cpp
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// Sound Cue to Play
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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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// Sound Wave to Play
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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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// if true, will play as UI sound
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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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UPROPERTY(EditAnywhere, Category="FlowPilot", AdvancedDisplay)
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float PitchMultiplier = 1.0f;
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// Play Start Time
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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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// Sound Concurrency Settings
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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 True, sound will persist across level changes
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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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// if true, sound actor will auto destroy once finished playing
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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_PossessPawn.mdx

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[ `UFlowPilotTask` ]
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Possess Pawn
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Posses Pawn:
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- Spawns a Controller and Possesses a Pawn
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- Can Possess multiple Pawns at the same time
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- Can Possess multiple Pawns at the same time using a shared GameplayTag 🏷️
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### Properties
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```cpp
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// Pawns to Possess
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// if possessed by Player, will only search for 1 Pawn.
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// if possessed by AI Controller, will search for multiple Pawns.
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UPROPERTY(EditAnywhere, Category="FlowPilot")
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FFlowActorReference PawnsToPossess;
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// Player Possesses only 1 Pawn
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// If true, the Player will posses the Pawn
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UPROPERTY(EditAnywhere, Category="FlowPilot")
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bool bPossessByPlayer = false;
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// AI Controller Class to Posses Pawns with.
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// Player Controller Index, in single player games this is usually 0.
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// for more complex cases, this could be parameterized
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UPROPERTY(EditAnywhere, Category="FlowPilot", meta=(EditCondition="bPossessByPlayer", EditConditionHides))
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int32 PlayerIndex = 0;
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// AI Controller class to posses Pawn with
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UPROPERTY(EditAnywhere, Category="FlowPilot", meta=(EditCondition="!bPossessByPlayer", EditConditionHides))
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TSubclassOf<AController> ControllerClass;
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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;

src/content/docs/reference/FPTask_TriggerVolume.mdx

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| Value | Description |
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| :-- | :-- |
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| `OnEnter` | OnEnter |
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| `OnExit` | OnExit |
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| `OnEnter` | Triggers when Entering Volume |
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| `OnExit` | Triggers when Exiting Volume |
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[ `UFlowPilotTask` ]
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Trigger by Volume
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Trigger by Volume Task
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- Allows choosing to Trigger (succeed task) on Entry or Exit of a volume
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- Allows to wait on multiple Pawns
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### Properties
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```cpp
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// Trigger to Listen to
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// Trigger Event to Listen to
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UPROPERTY(EditAnywhere, Category = "FlowPilot")
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ETriggerVolumeEvent TriggerEvent;
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// Volume Reference Actor
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// Volume Reference Actor. Should be single actor
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UPROPERTY(EditAnywhere, Category = "FlowPilot")
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FFlowActorReference VolumeReference;
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