Files
UnrealEvent/Project/Source/FortniteGame/Public/AsyncAction_WaitForScriptedActions.h
2026-04-22 15:51:07 +02:00

37 lines
1.4 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintAsyncActionBase.h"
#include "FortClientEventName.h"
#include "AsyncAction_WaitForScriptedActions.generated.h"
class AFortScriptedActionManager;
class UAsyncAction_WaitForScriptedActions;
class UObject;
UCLASS(Blueprintable)
class UAsyncAction_WaitForScriptedActions : public UBlueprintAsyncActionBase {
GENERATED_BODY()
public:
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnFinishedDelegate);
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnFinishedDelegate Finished;
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
AFortScriptedActionManager* ActionManager;
public:
UAsyncAction_WaitForScriptedActions();
UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
static UAsyncAction_WaitForScriptedActions* WaitForScriptedAction(UObject* WorldContextObject, FFortClientEventName EventType);
UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
static UAsyncAction_WaitForScriptedActions* WaitForMultipleScriptedActions(UObject* WorldContextObject, TArray<FFortClientEventName> EventTypes);
UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
static UAsyncAction_WaitForScriptedActions* WaitForAllScriptedActions(UObject* WorldContextObject);
};