#pragma once #include "CoreMinimal.h" #include "Engine/LevelScriptActor.h" #include "FortInitializationInterface.h" #include "FortLevelScriptActor.generated.h" UCLASS(Blueprintable) class FORTNITEGAME_API AFortLevelScriptActor : public ALevelScriptActor, public IFortInitializationInterface { GENERATED_BODY() public: private: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) uint8 bWorldReadyCalled: 1; public: AFortLevelScriptActor(); UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintImplementableEvent) void OnWorldReady(); UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintImplementableEvent) void OnMatchStarted(); // Fix for true pure virtual functions not being implemented UFUNCTION() void WorldReady() override PURE_VIRTUAL(WorldReady,); UFUNCTION() bool NeedsWorldReady() const override PURE_VIRTUAL(NeedsWorldReady, return false;); UFUNCTION() void MatchStarted() override PURE_VIRTUAL(MatchStarted,); };