text: // Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
  #pragma once
  #include "GameFramework/Character.h"
  #include "GOAPState.h"
  #include "GOAPAction.h"
  #include "GOAPGoal.h"
  #include "GOAPerCharacter.generated.h"
  
  UCLASS(Blueprintable)
  class AGOAPerCharacter : public ACharacter
  {
  	GENERATED_BODY()
  
  public:
  	AGOAPerCharacter();
  
  	// Called every frame.
  	virtual void Tick(float DeltaSeconds) override;
  
  	/** Returns TopDownCameraComponent subobject **/
  	FORCEINLINE class UCameraComponent* GetTopDownCameraComponent() const { return TopDownCameraComponent; }
  	/** Returns CameraBoom subobject **/
  	FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
  
  private:
  	/** Top down camera */
  	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
  	class UCameraComponent* TopDownCameraComponent;
  
  	/** Camera boom positioning the camera above the character */
  	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
  	class USpringArmComponent* CameraBoom;
  
  	/** A decal that projects to the cursor location. */
  	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
  	class UDecalComponent* CursorToWorld;
  };
  
  