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