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update docs
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astro.config.mjs

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@@ -27,6 +27,9 @@ export default defineConfig({
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editLink: {
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baseUrl: 'https://github.com/Mikea15/UEFlowPilot/tree/main/'
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},
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tableOfContents: {
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maxHeadingLevel: 4
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},
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sidebar: [{
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label: 'About',
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items: [

src/content/docs/reference/FPTagActorComponent.mdx

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description: Reference page for FPTagActorComponent.h
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---
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## Class Info
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- __Parent Class:__ `UActorComponent`
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- __FileName:__ `FPTagActorComponent.h`
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## File Info
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## Properties
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__FileName:__ `FPTagActorComponent.h`
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- __Class List:__
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[ [`UFPTagActorComponent`](#ufptagactorcomponent) ]
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No properties in this class
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## Functions
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## `UFPTagActorComponent`
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No functions in this class
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## File Info
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__Parent Classes:__
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[ `UActorComponent` ]
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__FileName:__ `FPTagActorComponent.h`
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- __Class List:__
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[ ]
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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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description: Reference page for FPTaskRunner.h
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---
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## Class Info
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- __Parent Class:__ `UFlowPilotParent`
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- __FileName:__ `FPTaskRunner.h`
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## File Info
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## Properties
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__FileName:__ `FPTaskRunner.h`
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- __Class List:__
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[ [`UFPTaskRunner`](#ufptaskrunner) ]
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No properties in this class
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## Functions
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## `UFPTaskRunner`
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No functions in this class
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## File Info
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__Parent Classes:__
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[ `UFlowPilotParent` ]
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__FileName:__ `FPTaskRunner.h`
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- __Class List:__
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[ ]
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\
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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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description: Reference page for FPTask_BlueprintBase.h
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---
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## Class Info
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- __FileName:__ `FPTask_BlueprintBase.h`
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## Properties
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No properties in this class
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## Functions
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### `ReceiveSetup`
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> Implement setup method. \
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> Called once, during FlowPilot Execution, even after restarts.
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```cpp
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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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```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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```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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```cpp
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void ReceiveExit(EFPTaskResult TaskResult);
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```
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### `ReceiveGetRuntimeDescription`
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> Implement Runtime Description for debug purposes
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```cpp
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void ReceiveGetRuntimeDescription(TArray<FString>& OutLines) const;
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```
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## File Info
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__FileName:__ `FPTask_BlueprintBase.h`
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- __Class List:__
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[ [`UFPTask_BlueprintBase`](#UFPTask_BlueprintBase) ]
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[ [`UFPTask_BlueprintBase`](#ufptask_blueprintbase) ]
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## `UFPTask_BlueprintBase`

src/content/docs/reference/FPTask_Delay.mdx

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description: Reference page for FPTask_Delay.h
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---
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## Class Info
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- __Parent Class:__ `UFlowPilotTask`
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- __FileName:__ `FPTask_Delay.h`
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## Properties
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```cpp
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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;
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```
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## Functions
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No functions in this class
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## File Info
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__FileName:__ `FPTask_Delay.h`
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- __Class List:__
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[ [`UFPTask_Delay`](#UFPTask_Delay) ]
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[ [`UFPTask_Delay`](#ufptask_delay) ]
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## `UFPTask_Delay`

src/content/docs/reference/FPTask_DestroyActor.mdx

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description: Reference page for FPTask_DestroyActor.h
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---
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## Class Info
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- __Parent Class:__ `UFlowPilotTask`
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- __FileName:__ `FPTask_DestroyActor.h`
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## Properties
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```cpp
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// Actors to Destroy
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UPROPERTY(EditAnywhere, Category = "FlowPilot")
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FFlowActorReference ActorReference;
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// Destroy Delay
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UPROPERTY(EditAnywhere, Category = "FlowPilot", meta=(ClampMin=0.0f, ForceUnits="Seconds"))
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float Delay = 0.0f;
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```
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## Functions
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No functions in this class
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## File Info
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__FileName:__ `FPTask_DestroyActor.h`
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- __Class List:__
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[ [`UFPTask_DestroyActor`](#UFPTask_DestroyActor) ]
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[ [`UFPTask_DestroyActor`](#ufptask_destroyactor) ]
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## `UFPTask_DestroyActor`

src/content/docs/reference/FPTask_FlowAsset.mdx

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description: Reference page for FPTask_FlowAsset.h
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---
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## Class Info
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- __Parent Class:__ `UFlowPilotTask`
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- __FileName:__ `FPTask_FlowAsset.h`
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## File Info
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## Properties
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__FileName:__ `FPTask_FlowAsset.h`
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- __Class List:__
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[ [`UFPTask_FlowAsset`](#ufptask_flowasset) ]
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No properties in this class
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## Functions
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## `UFPTask_FlowAsset`
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No functions in this class
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## File Info
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__Parent Classes:__
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[ `UFlowPilotTask` ]
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__FileName:__ `FPTask_FlowAsset.h`
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- __Class List:__
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[ ]
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\
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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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description: Reference page for FPTask_FlowPilotControl.h
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---
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## Class Info
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- __Parent Class:__ `UFlowPilotTask`
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- __FileName:__ `FPTask_FlowPilotControl.h`
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## Properties
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## File Info
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```cpp
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// Flow Actor reference to an Actors that have FlowPilotComponents
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UPROPERTY(EditAnywhere, Category = "FlowPilot")
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FFlowActorReference ActorReference;
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__FileName:__ `FPTask_FlowPilotControl.h`
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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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// Flow Control Type
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UPROPERTY(EditAnywhere, Category = "FlowPilot")
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EFlowPilotControlType ControlType = EFlowPilotControlType::StartFlow;
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// Flow Stop Type
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UPROPERTY(EditAnywhere, Category = "FlowPilot", meta=(EditCondition="ControlType==EFlowPilotControlType::StopFlow", EditConditionHides))
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EFPStopType StopType = EFPStopType::CancelExecution;
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## `EFlowControlSuccessCondition`
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// When starting a new FlowPilot, what's this Task's success condition?\
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// Essentially, we can Succeed instantly, or wait for InProgress or Stopped/Complete execution of the\
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// Controlled FlowPilot Component we're controlling.
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UPROPERTY(EditAnywhere, Category = "FlowPilot", meta=(EditCondition="ControlType==EFlowPilotControlType::StartFlow", EditConditionHides))
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EFlowControlSuccessCondition SuccessCondition = EFlowControlSuccessCondition::Instant;
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```
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### Properties
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## Functions
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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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## File Info
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// Will succeed when Flow has Started, and is Complete
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WaitForFlowComplete
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__FileName:__ `FPTask_FlowPilotControl.h`
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- __Class List:__
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[ [`UFPTask_FlowPilotControl`](#UFPTask_FlowPilotControl) ]
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- __Enum List:__
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[ ]
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```
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## `UFPTask_FlowPilotControl`

src/content/docs/reference/FPTask_LoadLevel.mdx

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description: Reference page for FPTask_LoadLevel.h
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---
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## Class Info
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- __Parent Class:__ `UFlowPilotTask`
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- __FileName:__ `FPTask_LoadLevel.h`
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## File Info
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## Properties
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__FileName:__ `FPTask_LoadLevel.h`
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- __Class List:__
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[ [`UFPTask_LoadLevel`](#ufptask_loadlevel) ]
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No properties in this class
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## Functions
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## `UFPTask_LoadLevel`
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## File Info
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__Parent Classes:__
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[ `UFlowPilotTask` ]
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__FileName:__ `FPTask_LoadLevel.h`
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- __Class List:__
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[ ]
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\
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Load Level Task

src/content/docs/reference/FPTask_Loop.mdx

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description: Reference page for FPTask_Loop.h
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---
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## Class Info
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- __Parent Class:__ `UFlowPilotTask`
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- __FileName:__ `FPTask_Loop.h`
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## File Info
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## Properties
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__FileName:__ `FPTask_Loop.h`
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- __Class List:__
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[ [`UFPTask_Loop`](#ufptask_loop) ]
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## Functions
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## `UFPTask_Loop`
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## File Info
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__Parent Classes:__
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[ `UFlowPilotTask` ]
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__FileName:__ `FPTask_Loop.h`
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- __Class List:__
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[ ]
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\
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Executes a Task in a Loop

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