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

46 lines
1.7 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "AbilityTask.h"
#include "Abilities/GameplayAbilityTargetTypes.h"
#include "GameplayEffectTypes.h"
#include "GameplayTagContainer.h"
#include "WaitTargetSelectionDelegateDelegate.h"
#include "FortAbilityTask_WaitTargetSelection.generated.h"
class UFortAbilityTask_WaitTargetSelection;
class UGameplayAbility;
UCLASS(Blueprintable, MinimalAPI, NotPlaceable)
class UFortAbilityTask_WaitTargetSelection : public UAbilityTask {
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FWaitTargetSelectionDelegate Targeted;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FWaitTargetSelectionDelegate Cancelled;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TEnumAsByte<EGameplayTargetingConfirmation::Type> ConfirmationType;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bForceTargetingOnServer;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayTag InstantTargetTag;
public:
UFortAbilityTask_WaitTargetSelection();
UFUNCTION(BlueprintCallable)
static UFortAbilityTask_WaitTargetSelection* WaitTargetSelection(UGameplayAbility* OwningAbility, FName TaskInstanceName, FGameplayTag InApplicationTag, bool NewBForceTargetingOnServer);
UFUNCTION(BlueprintCallable)
void OnTargetDataReadyCallback(const FGameplayAbilityTargetDataHandle& TargetData, FGameplayTag ApplicationTag);
UFUNCTION(BlueprintCallable)
void OnTargetDataCancelledCallback();
};