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https://github.com/ApfelTeeSaft/UnrealEvent.git
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37 lines
1.3 KiB
C++
37 lines
1.3 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "Kismet/BlueprintAsyncActionBase.h"
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#include "Engine/EngineTypes.h"
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#include "FortAllClientsReadyDelegate.h"
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#include "FortAsyncAction_WaitForClientAnnouncement.generated.h"
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class AFortClientAnnouncement;
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class UFortAsyncAction_WaitForClientAnnouncement;
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class UObject;
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UCLASS(Blueprintable)
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class UFortAsyncAction_WaitForClientAnnouncement : 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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FFortAllClientsReady OnAllClientsReady;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFortAllClientsReady OnCanceled;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FGuid AnnouncementID;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FTimerHandle CheckAllPlayersReadyTimerHandle;
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public:
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UFortAsyncAction_WaitForClientAnnouncement();
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UFUNCTION(BlueprintCallable, meta=(WorldContext="InWorldContextObject"))
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static UFortAsyncAction_WaitForClientAnnouncement* WaitForClientAnnouncement(UObject* InWorldContextObject, AFortClientAnnouncement* AnnouncementToWaitFor);
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};
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