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https://github.com/ApfelTeeSaft/UnrealEvent.git
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34 lines
1.1 KiB
C++
34 lines
1.1 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Kismet/BlueprintAsyncActionBase.h"
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#include "UpdateCheckDelegateDelegate.h"
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#include "FortAsyncAction_CheckForUpdate.generated.h"
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class UFortAsyncAction_CheckForUpdate;
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class UObject;
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UCLASS(Blueprintable)
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class UFortAsyncAction_CheckForUpdate : public UBlueprintAsyncActionBase {
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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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FUpdateCheckDelegate OnUpToDate;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FUpdateCheckDelegate OnUpdateRequired;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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UObject* WorldContextObject;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bShowDialogOnFailure;
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public:
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UFortAsyncAction_CheckForUpdate();
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UFUNCTION(BlueprintCallable, meta=(WorldContext="InWorldContextObject"))
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static UFortAsyncAction_CheckForUpdate* CheckForUpdate(UObject* InWorldContextObject, bool InShowDialogOnFailure);
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};
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