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