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src/content/docs/reference/FPTask_FlowPilotControl.mdx

+7-7
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@@ -7,12 +7,12 @@ description: Reference page for FPTask_FlowPilotControl.h
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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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[ [`EFPControlType`](#efpcontroltype) | [`EFPControlSuccessCondition`](#efpcontrolsuccesscondition) ]
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- __Class List:__
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[ [`UFPTask_FlowPilotControl`](#ufptask_flowpilotcontrol) ]
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### `EFlowPilotControlType`
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### `EFPControlType`
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| Value | Description |
@@ -23,7 +23,7 @@ __FileName:__ `FPTask_FlowPilotControl.h`
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### `EFlowControlSuccessCondition`
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### `EFPControlSuccessCondition`
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| Value | Description |
@@ -53,16 +53,16 @@ FFlowActorReference ActorReference;
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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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EFPControlType ControlType = EFPControlType::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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UPROPERTY(EditAnywhere, Category = "FlowPilot", meta=(EditCondition="ControlType==EFPControlType::StopFlow", EditConditionHides))
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EFPStopType StopType = EFPStopType::CancelExecution;
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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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UPROPERTY(EditAnywhere, Category = "FlowPilot", meta=(EditCondition="ControlType==EFPControlType::StartFlow", EditConditionHides))
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EFPControlSuccessCondition SuccessCondition = EFPControlSuccessCondition::Instant;
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```

src/content/docs/reference/FPTask_InsideVolume.mdx

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@@ -5,15 +5,14 @@ description: Reference page for FPTask_InsideVolume.h
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## File Info
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__FileName:__ `FPTask_InsideVolume.h`
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- __Enum List:__
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[ [`EInsideVolumeFilterType`](#einsidevolumefiltertype) | [`EInsideVolumeComparisonOp`](#einsidevolumecomparisonop) ]
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[ [`EFPInsideVolumeFilterType`](#efpinsidevolumefiltertype) | [`EFPInsideVolumeComparisonOp`](#efpinsidevolumecomparisonop) ]
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- __Class List:__
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[ [`UFPTask_InsideVolume`](#ufptask_insidevolume) ]
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### `EInsideVolumeFilterType`
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### `EFPInsideVolumeFilterType`
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| Value | Description |
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### `EInsideVolumeComparisonOp`
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### `EFPInsideVolumeComparisonOp`
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| Value | Description |
@@ -57,22 +56,22 @@ FFlowActorReference VolumeActorReference;
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// Actor Filter Type
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UPROPERTY(EditAnywhere, Category="FlowPilot")
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EInsideVolumeFilterType FilterActorType = EInsideVolumeFilterType::ByActor;
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EFPInsideVolumeFilterType FilterActorType = EFPInsideVolumeFilterType::ByActor;
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// Actor Type Reference
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UPROPERTY(EditAnywhere, Category="FlowPilot", meta=(EditCondition="FilterActorType==EInsideVolumeFilterType::ByActor"))
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UPROPERTY(EditAnywhere, Category="FlowPilot", meta=(EditCondition="FilterActorType==EFPInsideVolumeFilterType::ByActor"))
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FFlowActorReference ActorTypeReference;
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// Class Type Reference
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UPROPERTY(EditAnywhere, Category="FlowPilot", meta=(EditCondition="FilterActorType==EInsideVolumeFilterType::ByClass"))
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UPROPERTY(EditAnywhere, Category="FlowPilot", meta=(EditCondition="FilterActorType==EFPInsideVolumeFilterType::ByClass"))
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TSoftClassPtr<AActor> ClassType;
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// Comparison Operation for Actors Requires Inside Volume
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UPROPERTY(EditAnywhere, Category="FlowPilot", meta=(EditCondition="FilterActorType==EInsideVolumeFilterType::ByClass"))
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EInsideVolumeComparisonOp ComparisonOperation = EInsideVolumeComparisonOp::Equal;
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UPROPERTY(EditAnywhere, Category="FlowPilot", meta=(EditCondition="FilterActorType==EFPInsideVolumeFilterType::ByClass"))
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EFPInsideVolumeComparisonOp ComparisonOperation = EFPInsideVolumeComparisonOp::Equal;
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// How many Actors required inside volume
75-
UPROPERTY(EditAnywhere, Category="FlowPilot", meta=(EditCondition="FilterActorType==EInsideVolumeFilterType::ByClass"))
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UPROPERTY(EditAnywhere, Category="FlowPilot", meta=(EditCondition="FilterActorType==EFPInsideVolumeFilterType::ByClass"))
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int32 RequiredActorsCount = 1;
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```

src/content/docs/reference/FPTask_LoadLevel.mdx

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@@ -17,4 +17,34 @@ __Parent Classes:__
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[ `UFlowPilotTask` ]
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Load Level Task
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Load Level
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- Tasks that loads a level, streamed in or not.
22+
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### Properties
24+
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```cpp
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// Level to load
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UPROPERTY(EditAnywhere, Category = "FlowPilot")
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TSoftObjectPtr<UWorld> Level;
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// Streams level if true
31+
UPROPERTY(EditAnywhere, Category = "FlowPilot")
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uint8 bStreamLevel : 1;
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// Blocks main thread when loading
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UPROPERTY(EditAnywhere, Category = "FlowPilot", meta=(EditCondition="bStreamLevel"))
36+
uint8 bBlockOnLoad : 1;
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// Makes visible after loading if true
39+
UPROPERTY(EditAnywhere, Category = "FlowPilot", meta=(EditCondition="bStreamLevel"))
40+
uint8 bMakeVisibleAfterLoad : 1;
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42+
// if true, options are reset.
43+
UPROPERTY(EditAnywhere, Category = "FlowPilot", meta=(EditCondition="!bStreamLevel"))
44+
uint8 bAbsolute : 1;
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// Load level options
47+
UPROPERTY(EditAnywhere, Category = "FlowPilot")
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FString OpenOptions;
49+
50+
```

src/content/docs/reference/FPTask_Parallel.mdx

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@@ -7,12 +7,12 @@ description: Reference page for FPTask_Parallel.h
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__FileName:__ `FPTask_Parallel.h`
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- __Enum List:__
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[ [`EFlowParallelCompletionType`](#eflowparallelcompletiontype) ]
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[ [`EFPParallelCompletionType`](#efpparallelcompletiontype) ]
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- __Class List:__
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[ [`UFPTask_Parallel`](#ufptask_parallel) ]
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### `EFlowParallelCompletionType`
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### `EFPParallelCompletionType`
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| Value | Description |
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// Desired Completion Type allows changing the Parallel Task Behavior
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// See EFlowParallelCompletetionType enum
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UPROPERTY(EditDefaultsOnly, Category="FlowPilot")
44-
EFlowParallelCompletionType DesiredCompletionType = EFlowParallelCompletionType::AllSucceed;
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EFPParallelCompletionType DesiredCompletionType = EFPParallelCompletionType::AllSucceed;
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```
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@@ -0,0 +1,65 @@
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---
2+
title: FPTask_ScreenFade.h
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description: Reference page for FPTask_ScreenFade.h
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---
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## File Info
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8+
__FileName:__ `FPTask_ScreenFade.h`
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- __Enum List:__
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[ [`EFPFadeType`](#efpfadetype) ]
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- __Class List:__
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[ [`UFPTask_ScreenFade`](#ufptask_screenfade) ]
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14+
15+
### `EFPFadeType`
16+
17+
18+
| Value | Description |
19+
| :-- | :-- |
20+
| `FadeIn` | Fade From Transparency to Color |
21+
| `FadeOut` | Fade From Color to Transparency |
22+
23+
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## `UFPTask_ScreenFade`
26+
27+
28+
__Parent Classes:__
29+
[ `UFlowPilotTask` ]
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31+
32+
ScreenFade.
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- Allows Starting at a particular screen color
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- Allows Fading towards another color over time
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- Allows Fading Audio in Sync
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- Options to keep Fade at the end of the transition
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### Properties
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```cpp
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// Player camera index, usually 0 for first/single player
42+
UPROPERTY(EditAnywhere, Category="FlowPilot")
43+
uint8 PlayerCameraIndex = 0;
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45+
// FadeType controls if you want to go from Transparent to Color (FadeIn), or inverse (FadeOut)
46+
UPROPERTY(EditAnywhere, Category="FlowPilot")
47+
EFPFadeType FadeType = EFPFadeType::FadeIn;
48+
49+
// Color to Fade Screen/Camera to.
50+
UPROPERTY(EditAnywhere, Category="FlowPilot")
51+
FLinearColor FadeColor = FLinearColor::Black;
52+
53+
// Fade Duration
54+
UPROPERTY(EditAnywhere, Category="FlowPilot", meta=(ForceUnits="s"))
55+
float FadeDuration = 1.0f;
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57+
// Option to sync audio with the fade
58+
UPROPERTY(EditAnywhere, Category="FlowPilot")
59+
bool bSyncAudioFade = true;
60+
61+
// Option to hold the fade when complete (true) or reset (false)
62+
UPROPERTY(EditAnywhere, Category="FlowPilot")
63+
bool bHoldFadeWhenComplete = true;
64+
65+
```

src/content/docs/reference/FPTask_SpawnClass.mdx

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@@ -38,7 +38,7 @@ Generic Spawn Class Task
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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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UPROPERTY(EditAnywhere, Category = "FlowPilot")
41-
EFlowActorSpawnLifetime ActorSpawnLifetime = EFlowActorSpawnLifetime::Persistent;
41+
EFPSpawnLifetime ActorSpawnLifetime = EFPSpawnLifetime::Persistent;
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// UClass to Spawn
4444
UPROPERTY(EditAnywhere, Category = "FlowPilot")

src/content/docs/reference/FPTask_SubFlow.mdx

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## File Info
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__FileName:__ `FPTask_SubFlow.h`
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- __Class List:__
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[ [`UFPTask_SubFlow`](#ufptask_subflow) ]

src/content/docs/reference/FPTask_TriggerDistance.mdx

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__FileName:__ `FPTask_TriggerDistance.h`
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- __Enum List:__
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[ [`EDistanceComparisonOp`](#edistancecomparisonop) | [`EDistanceMethod`](#edistancemethod) ]
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[ [`EFPDistanceComparisonOp`](#efpdistancecomparisonop) | [`EFPDistanceMethod`](#efpdistancemethod) ]
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- __Class List:__
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[ [`UFPTask_TriggerDistance`](#ufptask_triggerdistance) ]
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### `EDistanceComparisonOp`
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### `EFPDistanceComparisonOp`
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| Value | Description |
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### `EDistanceMethod`
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### `EFPDistanceMethod`
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| Value | Description |
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// Distance Comparison Operation
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UPROPERTY(EditAnywhere, Category = "FlowPilot")
57-
EDistanceComparisonOp Operation = EDistanceComparisonOp::LessThan;
57+
EFPDistanceComparisonOp Operation = EFPDistanceComparisonOp::LessThan;
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// Distance method to use.
6060
UPROPERTY(EditAnywhere, Category = "FlowPilot")
61-
EDistanceMethod Method = EDistanceMethod::Distance3D;
61+
EFPDistanceMethod Method = EFPDistanceMethod::Distance3D;
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// Threshold to check distance against
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UPROPERTY(EditAnywhere, Category = "FlowPilot", meta=(ClampMin=0.0f))

src/content/docs/reference/FPTask_TriggerVolume.mdx

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__FileName:__ `FPTask_TriggerVolume.h`
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[ [`ETriggerVolumeEvent`](#etriggervolumeevent) ]
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[ [`EFPTriggerVolumeEvent`](#efptriggervolumeevent) ]
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[ [`UFPTask_TriggerVolume`](#ufptask_triggervolume) ]
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### `ETriggerVolumeEvent`
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### `EFPTriggerVolumeEvent`
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| Value | Description |
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// Trigger to Listen to
3838
UPROPERTY(EditAnywhere, Category = "FlowPilot")
39-
ETriggerVolumeEvent TriggerEvent;
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EFPTriggerVolumeEvent TriggerEvent;
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// Volume Reference Actor
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UPROPERTY(EditAnywhere, Category = "FlowPilot")

src/content/docs/reference/FlowActorReference.mdx

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// What's the scope of the Subject Actor
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// (Self, In Level or Runtime)
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UPROPERTY(EditAnywhere, Category = "Actor Reference")
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EFlowActorScope Scope = EFlowActorScope::Self;
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EFPActorScope Scope = EFPActorScope::Self;
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// Level Actor Reference
28-
UPROPERTY(EditAnywhere, Category = "Actor Reference", meta=(EditCondition="Scope==EFlowActorScope::InLevel", EditConditionHides))
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UPROPERTY(EditAnywhere, Category = "Actor Reference", meta=(EditCondition="Scope==EFPActorScope::InLevel", EditConditionHides))
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TSoftObjectPtr<AActor> LevelActor;
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// Runtime Actor, found via Gameplay Tag.
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UPROPERTY(EditAnywhere, Category = "Actor Reference", meta=(EditCondition="Scope==EFlowActorScope::Runtime", EditConditionHides))
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UPROPERTY(EditAnywhere, Category = "Actor Reference", meta=(EditCondition="Scope==EFPActorScope::Runtime", EditConditionHides))
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FGameplayTag ExternalActorTag;
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```

src/content/docs/reference/FlowPilotComponent.mdx

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// Overrides FlowPilotAsset with ExecutionMode
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UPROPERTY(EditAnywhere, Category=FlowPilot)
55-
EFlowMode ExecutionMode = EFlowMode::RunOnce;
55+
EFPExecutionMode ExecutionMode = EFPExecutionMode::RunOnce;
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// Execution Mode retry delay
58-
UPROPERTY(EditAnywhere, Category=FlowPilot, meta=(ClampMin="0.0", EditCondition="ExecutionMode != EFlowMode::RunOnce"))
58+
UPROPERTY(EditAnywhere, Category=FlowPilot, meta=(ClampMin="0.0", EditCondition="ExecutionMode != EFPExecutionMode::RunOnce"))
5959
float RetryDelay = 0.0f;
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// FlowPilotLifetimeActors are spawned from FlowPilot, and will auto destroy when Ending

src/content/docs/reference/FlowPilotSettings.mdx

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2828
TEnumAsByte<ETickingGroup> DefaultTickingGroup = ETickingGroup::TG_DuringPhysics;
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// Will prefetch Actors on FlowPilot Setup Phase
31-
UPROPERTY(EditAnywhere, Config, Category="Caching")
31+
UPROPERTY(EditAnywhere, Config, Category="Performance")
3232
bool bPrefetchActorsOnSetup = true;
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// Show Runtime Descriptions On Active Tasks Only

src/content/docs/reference/FlowTypes.mdx

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__FileName:__ `FlowTypes.h`
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[ [`EFPInternalTaskState`](#efpinternaltaskstate) | [`EFPStopType`](#efpstoptype) | [`EFPTaskResult`](#efptaskresult) | [`EFlowState`](#eflowstate) | [`EFlowActorScope`](#eflowactorscope) | [`EFlowActorSpawnLifetime`](#eflowactorspawnlifetime) | [`EFlowMode`](#eflowmode) ]
10+
[ [`EFPInternalTaskState`](#efpinternaltaskstate) | [`EFPStopType`](#efpstoptype) | [`EFPTaskResult`](#efptaskresult) | [`EFlowState`](#eflowstate) | [`EFPActorScope`](#efpactorscope) | [`EFPSpawnLifetime`](#efpspawnlifetime) | [`EFPExecutionMode`](#efpexecutionmode) ]
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- __Struct List:__
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[ [`FFlowContext`](#fflowcontext) ]
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| `Setup` | Setup done |
2222
| `Started` | Started Execution |
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| `Ticking` | Is in Progress |
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| `Completed` | ----, > Ticking = Completed, Completed |
24+
| `Completed` | Completed |
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### `EFlowActorScope`
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### `EFPActorScope`
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| Value | Description |
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### `EFlowActorSpawnLifetime`
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### `EFPSpawnLifetime`
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| Value | Description |
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### `EFlowMode`
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### `EFPExecutionMode`
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| Value | Description |
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Flow Context
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- Contains information passed to each Task that has information about their owner, and runners.

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