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

31 lines
1.0 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintAsyncActionBase.h"
#include "FortRejoinSessionCompleteDelegateDelegate.h"
#include "FortAsyncAction_RejoinSession.generated.h"
class AFortPlayerController;
class UFortAsyncAction_RejoinSession;
UCLASS(Blueprintable)
class UFortAsyncAction_RejoinSession : public UBlueprintAsyncActionBase {
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFortRejoinSessionCompleteDelegate OnSuccess;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFortRejoinSessionCompleteDelegate OnFailure;
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
AFortPlayerController* PlayerController;
public:
UFortAsyncAction_RejoinSession();
UFUNCTION(BlueprintCallable)
static UFortAsyncAction_RejoinSession* RejoinSession(AFortPlayerController* NewPlayerController);
};