mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 11:53:38 +00:00
74 lines
2.8 KiB
C++
74 lines
2.8 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Engine/LatentActionManager.h"
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#include "Types/SlateEnums.h"
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#include "Types/SlateEnums.h"
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#include "Layout/Margin.h"
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#include "FortClientAnnouncementData_Tutorial.h"
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#include "FortClientAnnouncement_Conversation.h"
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#include "FortClientAnnouncement_TutorialInterface.h"
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#include "FortClientAnnouncement_TutorialConversation.generated.h"
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class UObject;
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UCLASS(Blueprintable)
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class FORTNITEGAME_API AFortClientAnnouncement_TutorialConversation : public AFortClientAnnouncement_Conversation, public IFortClientAnnouncement_TutorialInterface {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FFortClientAnnouncementData_Tutorial TutorialData;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float AutoContinueDelay;
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public:
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AFortClientAnnouncement_TutorialConversation();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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protected:
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UFUNCTION(BlueprintCallable)
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void OnRep_TutorialData(const FFortClientAnnouncementData_Tutorial& PreviousTutorialData);
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// Fix for true pure virtual functions not being implemented
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public:
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UFUNCTION(BlueprintCallable, meta=(Latent, LatentInfo="LatentInfo", WorldContext="WorldContextObject"))
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void WaitForContinue(UObject* WorldContextObject, FLatentActionInfo LatentInfo) override PURE_VIRTUAL(WaitForContinue,);
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UFUNCTION(BlueprintCallable)
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void SetVAlign(TEnumAsByte<EVerticalAlignment> VAlign) override PURE_VIRTUAL(SetVAlign,);
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UFUNCTION(BlueprintCallable)
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void SetTitleText(FText NameText) override PURE_VIRTUAL(SetTitleText,);
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UFUNCTION(BlueprintCallable)
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void SetSystemText(FText SystemText) override PURE_VIRTUAL(SetSystemText,);
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UFUNCTION(BlueprintCallable)
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void SetPadding(FMargin Padding) override PURE_VIRTUAL(SetPadding,);
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UFUNCTION(BlueprintCallable)
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void SetNameText(FText NameText) override PURE_VIRTUAL(SetNameText,);
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UFUNCTION(BlueprintCallable)
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void SetLightboxEnabled(bool bLightboxEnabled) override PURE_VIRTUAL(SetLightboxEnabled,);
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UFUNCTION(BlueprintCallable)
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void SetLightboxDisableInputOnly(bool bLightboxDisableInputOnly) override PURE_VIRTUAL(SetLightboxDisableInputOnly,);
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UFUNCTION(BlueprintCallable)
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void SetHAlign(TEnumAsByte<EHorizontalAlignment> HAlign) override PURE_VIRTUAL(SetHAlign,);
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UFUNCTION(BlueprintCallable)
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void SetDetailText(FText NameText) override PURE_VIRTUAL(SetDetailText,);
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UFUNCTION(BlueprintCallable)
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void SetButtonEnabled(bool bButtonEnabled) override PURE_VIRTUAL(SetButtonEnabled,);
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UFUNCTION(BlueprintCallable)
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void HideTutorialWidget() override PURE_VIRTUAL(HideTutorialWidget,);
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};
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