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

42 lines
1.4 KiB
C++

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