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src/content/docs/guides/FlowPilotEditorSettings.mdx

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@@ -14,7 +14,3 @@ import { Steps } from '@astrojs/starlight/components';
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Editor settings are located in menu `Edit` > `Editor Preferences..` > `FlowPilot`
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<Image src={editor_settings} alt="editor_settings" />
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| Name | Description |
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| -- | -- |
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| Override Description with Parent Task | Developer Setting to verify Parent-Child Task relationship. |

src/content/docs/reference/FlowActorReference.mdx

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@@ -14,7 +14,8 @@ __FileName:__ `FlowActorReference.h`
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FFlowActorReference
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This class allows referencing a level actor with Scope "inLevel", an actor via Gameplay Tag
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with score "Runtime", or the owner of the FlowPilot that is running with scope "self"
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### Properties
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src/content/docs/reference/FlowPilot.mdx

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[ `UDataAsset` ]
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FlowPilot Data Asset
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- Defines FlowName
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- Defines Root Sequence
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By default, all FlowPilot Assets are Sequences which is a good enough point to start your flow.

src/content/docs/reference/FlowPilotParent.mdx

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[ `UFlowPilotTask` ]
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FlowPilotParent
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Base class that contains an array of Tasks
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- Implements base functionality to query, add, remove tasks, etc..
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Inherited by Tasks that handle multiple Tasks.
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### Properties
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```cpp
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// Tasks this Parent Task handles
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UPROPERTY(EditDefaultsOnly, Instanced, Category="FlowPilot")
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TArray<TObjectPtr<UFlowPilotTask>> Tasks;
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```
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### Functions
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#### `SetTasks`
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> Set Initial set of tasks
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```cpp
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void SetTasks(const TArray<TObjectPtr<UFlowPilotTask>>& InTasks);
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```
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#### `AddTask`
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> Adds a new task
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```cpp
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bool AddTask(const TObjectPtr<UFlowPilotTask>& InTask);
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```
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#### `RemoveTask`
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> Removes a task
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```cpp
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bool RemoveTask(const TObjectPtr<UFlowPilotTask>& InTask);
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```
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#### `HasTask`
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> Returns true if `InTask` is contained in `Tasks`
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```cpp
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bool HasTask(const TObjectPtr<UFlowPilotTask>& InTask) const;
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```
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#### `GetTaskCount`
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> Returns number of Tasks
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```cpp
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int32 GetTaskCount() const { return Tasks.Num(); }
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```
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#### `GetTasks`
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> Returns const array of Tasks
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```cpp
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const TArray<TObjectPtr<UFlowPilotTask>>& GetTasks() const;
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```
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#### `GetTasksMutable`
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> Returns mutable array of Tasks
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```cpp
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TArray<TObjectPtr<UFlowPilotTask>>& GetTasksMutable();
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```

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