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

38 lines
1.3 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "UObject/Object.h"
#include "PartyBeaconState.h"
#include "EFortSessionHelperJoinResult.h"
#include "EFortSessionHelperJoinState.h"
#include "FortSessionHelper.generated.h"
class AFortPartyBeaconClient;
UCLASS(Blueprintable)
class FORTNITEGAME_API UFortSessionHelper : public UObject {
GENERATED_BODY()
public:
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UClass* BeaconClientClass;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
AFortPartyBeaconClient* PartyBeaconClient;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FName CurrentSessionName;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TEnumAsByte<EPartyReservationResult::Type> LastBeaconResponse;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TEnumAsByte<EFortSessionHelperJoinState::Type> CurrentJoinState;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
EFortSessionHelperJoinResult CurrentJoinResult;
public:
UFortSessionHelper();
};