Files
2026-04-22 15:51:07 +02:00

36 lines
1.2 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintAsyncActionBase.h"
#include "ChoiceData.h"
#include "FortChoiceUiFailureDelegateDelegate.h"
#include "FortChoiceUiSuccessDelegateDelegate.h"
#include "FortAsyncAction_OpenChoiceUI.generated.h"
class AFortPlayerController;
class UFortAsyncAction_OpenChoiceUI;
UCLASS(Blueprintable)
class UFortAsyncAction_OpenChoiceUI : public UBlueprintAsyncActionBase {
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFortChoiceUiSuccessDelegate OnSuccess;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFortChoiceUiFailureDelegate OnFailure;
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
AFortPlayerController* PlayerController;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FChoiceData ChoiceItems;
public:
UFortAsyncAction_OpenChoiceUI();
UFUNCTION(BlueprintCallable)
static UFortAsyncAction_OpenChoiceUI* OpenChoiceUI(AFortPlayerController* NewPlayerController, FChoiceData NewChoiceItems);
};