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src/content/docs/reference/FPTagActorComponent.mdx

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__Parent Classes:__
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[ `UActorComponent` ]
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\
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Helper Component to add Tags to Actor.

src/content/docs/reference/FPTaskRunner.mdx

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__Parent Classes:__
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[ `UFlowPilotParent` ]
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Task Runner is the Base Class for Sequences and Selectors

src/content/docs/reference/FPTask_BlueprintBase.mdx

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## `UFPTask_BlueprintBase`
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\
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Blueprint Base Task \
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Blueprint Base Task
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- Inherit from Blueprints to have custom BP Tasks.
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### Functions

src/content/docs/reference/FPTask_Delay.mdx

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__Parent Classes:__
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[ `UFlowPilotTask` ]
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Delays Execution
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### Properties

src/content/docs/reference/FPTask_DestroyActor.mdx

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__Parent Classes:__
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[ `UFlowPilotTask` ]
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Destroys Actors
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### Properties

src/content/docs/reference/FPTask_FlowAsset.mdx

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__Parent Classes:__
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[ `UFlowPilotTask` ]
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FPTask_FlowAsset \
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FPTask_FlowAsset
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- Loads and Runs another FlowDataAsset

src/content/docs/reference/FPTask_FlowPilotControl.mdx

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## File Info
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__FileName:__ `FPTask_FlowPilotControl.h`
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- __Enum List:__
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[ [`EFlowPilotControlType`](#eflowpilotcontroltype) | [`EFlowControlSuccessCondition`](#eflowcontrolsuccesscondition) ]
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- __Class List:__
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[ [`UFPTask_FlowPilotControl`](#ufptask_flowpilotcontrol) ]
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- __Enum List:__
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[ [`EFlowControlSuccessCondition`](#eflowcontrolsuccesscondition) ]
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## `EFlowControlSuccessCondition`
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### `EFlowPilotControlType`
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### Properties
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| Value | Description |
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| :-- | :-- |
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| `StartFlow UMETA(DisplayName="Start / Resume Flow")` | StartFlow UMETA(DisplayName="Start / Resume Flow") |
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| `PauseFlow UMETA(DisplayName="Pause Flow")` | PauseFlow UMETA(DisplayName="Pause Flow") |
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| `StopFlow UMETA(DisplayName="Stops Flow")` | StopFlow UMETA(DisplayName="Stops Flow") |
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```cpp
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// Will succeed instantly after Request
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Instant,
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// Will succeed when Flow has Started and is in Progress
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WaitForFlowStart,
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// Will succeed when Flow has Started, and is Complete
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WaitForFlowComplete
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### `EFlowControlSuccessCondition`
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| Value | Description |
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| :-- | :-- |
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| `Instant` | Will succeed instantly after Request |
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| `WaitForFlowStart` | Will succeed when Flow has Started and is in Progress |
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| `WaitForFlowComplete` | Will succeed when Flow has Started, and is Complete |
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```
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## `UFPTask_FlowPilotControl`
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__Parent Classes:__
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[ `UFlowPilotTask` ]
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\
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FlowPilot Control \
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FlowPilot Control
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- Starts, Pauses, Stops a FlowPilot Component's execution
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### Properties

src/content/docs/reference/FPTask_LoadLevel.mdx

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__Parent Classes:__
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[ `UFlowPilotTask` ]
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Load Level Task

src/content/docs/reference/FPTask_Loop.mdx

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__Parent Classes:__
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[ `UFlowPilotTask` ]
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Executes a Task in a Loop

src/content/docs/reference/FPTask_Parallel.mdx

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## File Info
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__FileName:__ `FPTask_Parallel.h`
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- __Class List:__
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[ [`UFPTask_Parallel`](#ufptask_parallel) ]
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- __Enum List:__
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[ [`EFlowParallelCompletionType`](#eflowparallelcompletiontype) ]
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- __Class List:__
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[ [`UFPTask_Parallel`](#ufptask_parallel) ]
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## `EFlowParallelCompletionType`
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### Properties
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```cpp
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// Succeed when one child Succeeds
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AnySucceed,
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// Succeed when all child Succeed
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AllSucceed,
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### `EFlowParallelCompletionType`
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// Succeed when one child Fails
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AnyFail,
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// Succeed when all child Fail
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AllFail
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| Value | Description |
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| :-- | :-- |
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| `AnySucceed` | Succeed when one child Succeeds |
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| `AllSucceed` | Succeed when all child Succeed |
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| `AnyFail` | Succeed when one child Fails |
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| `AllFail` | Succeed when all child Fail |
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```
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## `UFPTask_Parallel`
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__Parent Classes:__
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[ `UFlowPilotParent` ]
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Parallel Task \
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- Run multiple Tasks in the same tick function. \
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Parallel Task
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- Run multiple Tasks in the same tick function.
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- They are run one by one, so not 'really' parallel.
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### Properties

src/content/docs/reference/FPTask_PlayAnimation.mdx

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## File Info
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__FileName:__ `FPTask_PlayAnimation.h`
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- __Class List:__
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[ [`UFPTask_PlayAnimation`](#ufptask_playanimation) ]
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- __Struct List:__
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[ ]
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- __Class List:__
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[ [`UFPTask_PlayAnimation`](#ufptask_playanimation) ]
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## `UFPTask_PlayAnimation`
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src/content/docs/reference/FPTask_PlaySound.mdx

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__Parent Classes:__
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[ `UFlowPilotTask` ]
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Plays SoundCues or SoundWaves
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### Properties

src/content/docs/reference/FPTask_PlaySound2D.mdx

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__Parent Classes:__
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[ `UFlowPilotTask` ]
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Play 2D Sounds

src/content/docs/reference/FPTask_PossessPawn.mdx

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__Parent Classes:__
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[ `UFlowPilotTask` ]
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Possess Pawn \
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- Spawns a Controller and Possesses a Pawn \
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- Can Posses multiple Pawns at the same time
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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 using a shared GameplayTag 🏷️
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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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// 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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UPROPERTY(EditAnywhere, Category="FlowPilot", meta=(EditCondition="!bPossessByPlayer", EditConditionHides))
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TSubclassOf<AController> ControllerClass;
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src/content/docs/reference/FPTask_Selector.mdx

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__Parent Classes:__
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Selector Task \
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Selector Task
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- Run one FlowPilotTask after another
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- Stops execution when one Task succeeds

src/content/docs/reference/FPTask_Sequence.mdx

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__Parent Classes:__
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Sequence Task \
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Sequence Task
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- Run one FlowPilotTask after another
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- Stops execution when one Task fails.

src/content/docs/reference/FPTask_SpawnClass.mdx

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Spawns a Class
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### Properties

src/content/docs/reference/FPTask_TriggerDistance.mdx

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## File Info
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__FileName:__ `FPTask_TriggerDistance.h`
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- __Enum List:__
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[ [`ETriggerDistanceOp`](#etriggerdistanceop) | [`EDistanceMethod`](#edistancemethod) ]
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[ [`UFPTask_TriggerDistance`](#ufptask_triggerdistance) ]
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[ ]
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### `ETriggerDistanceOp`
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| Value | Description |
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| :-- | :-- |
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| `LessThan` | LessThan |
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| `LessThanOrEqual` | LessThanOrEqual |
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| `GreaterThan` | GreaterThan |
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| `GreaterThanOrEqual` | GreaterThanOrEqual |
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### `EDistanceMethod`
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| Value | Description |
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| :-- | :-- |
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| `Distance3D` | Distance3D |
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| `Distance2D` | Distance2D |
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## `UFPTask_TriggerDistance`
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src/content/docs/reference/FPTask_TriggerVolume.mdx

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## File Info
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__FileName:__ `FPTask_TriggerVolume.h`
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[ [`ETriggerVolumeEvent`](#etriggervolumeevent) ]
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[ [`UFPTask_TriggerVolume`](#ufptask_triggervolume) ]
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### `ETriggerVolumeEvent`
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| Value | Description |
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| `OnEnter` | Triggers when Entering Volume |
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| `OnExit` | Triggers when Exiting Volume |
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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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// Trigger Event to Listen to
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ETriggerVolumeEvent TriggerEvent;
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UPROPERTY(EditAnywhere, Category = "FlowPilot")
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FFlowActorReference VolumeReference;
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src/content/docs/reference/FPTask_UnloadStreamedLevel.mdx

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src/content/docs/reference/FlowActorReference.mdx

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## `FFlowActorReference`
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FFlowActorReference
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src/content/docs/reference/FlowPilot.mdx

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FlowPilot Data
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### Properties

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