mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
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43 lines
1.4 KiB
C++
43 lines
1.4 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "AbilityTask.h"
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#include "CommitAccountCostsDelegateDelegate.h"
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#include "FortAbilityTask_CommitAccountCosts.generated.h"
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class UFortAbilityTask_CommitAccountCosts;
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class UGameplayAbility;
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UCLASS(Blueprintable, MinimalAPI)
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class UFortAbilityTask_CommitAccountCosts : public UAbilityTask {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FCommitAccountCostsDelegate OnCommitted;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FCommitAccountCostsDelegate OnFailed;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bWasCancellable;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bRequestPending;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bCommittedLocally;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FString PlayerName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FString AbilityName;
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public:
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UFortAbilityTask_CommitAccountCosts();
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UFUNCTION(BlueprintCallable)
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static UFortAbilityTask_CommitAccountCosts* CommitAccountCosts(UGameplayAbility* OwningAbility);
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};
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