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

34 lines
1.1 KiB
C++

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