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https://github.com/ApfelTeeSaft/UnrealEvent.git
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42 lines
1.4 KiB
C++
42 lines
1.4 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "FortAvailableScriptedAction.h"
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#include "FortClientEvent.h"
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#include "FortClientEventInterface.h"
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#include "FortClientEventName.h"
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#include "FortScriptedActionManager.generated.h"
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class AFortScriptedAction;
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class UObject;
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UCLASS(Blueprintable)
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class FORTNITEGAME_API AFortScriptedActionManager : public AActor, public IFortClientEventInterface {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<AFortScriptedAction*> ActiveScriptedActions;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FFortAvailableScriptedAction> AvailableScriptedActions;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FFortAvailableScriptedAction> PendingAvailableScriptedActions;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FFortClientEventName> PendingClientEvents;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bIsProcessingClientEvent;
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public:
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AFortScriptedActionManager();
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UFUNCTION(BlueprintCallable, BlueprintCosmetic)
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void HandleClientEvent_Undefined(UObject* EventSource, UObject* EventFocus, const FFortClientEvent& ClientEvent);
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// Fix for true pure virtual functions not being implemented
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};
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