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2026-04-22 15:51:07 +02:00

25 lines
1.0 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "UObject/Object.h"
#include "UObject/NoExportTypes.h"
#include "OnProcessCompleteDelegate.h"
#include "ProcessHitActorDelegate.h"
#include "ShouldCancelOverlapProcessDelegate.h"
#include "AsyncOverlapQueue.generated.h"
class AActor;
UCLASS(Blueprintable)
class FORTNITEGAME_API UAsyncOverlapQueue : public UObject {
GENERATED_BODY()
public:
UAsyncOverlapQueue();
UFUNCTION(BlueprintCallable)
void ThrottledAsyncSphereOverlapActors(AActor* ContextActor, const FVector& Location, const float Radius, const TArray<AActor*>& ActorsToIgnore, FShouldCancelOverlapProcess ShouldCancelProcess, FProcessHitActor ProcessHitActorFunction, FOnProcessComplete CompletionFunction);
UFUNCTION(BlueprintCallable)
static void AsyncSphereOverlapActors(AActor* ContextActor, const FVector& Location, const float Radius, const TArray<AActor*>& ActorsToIgnore, FShouldCancelOverlapProcess ShouldCancelProcess, FProcessHitActor ProcessHitActorFunction, FOnProcessComplete CompletionFunction);
};