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

41 lines
1.1 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "FortInitializationInterface.h"
#include "WorldMapPinManager.generated.h"
class AFortStaticMeshActor;
class AWorldMapPin;
UCLASS(Blueprintable)
class AWorldMapPinManager : public AActor, public IFortInitializationInterface {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
AFortStaticMeshActor* WorldMapMesh;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<AWorldMapPin*> CurrentPins;
public:
AWorldMapPinManager();
protected:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
AWorldMapPin* CreateWorldMapPin(const FString& TheaterId);
// Fix for true pure virtual functions not being implemented
public:
UFUNCTION()
void WorldReady() override PURE_VIRTUAL(WorldReady,);
UFUNCTION()
bool NeedsWorldReady() const override PURE_VIRTUAL(NeedsWorldReady, return false;);
UFUNCTION()
void MatchStarted() override PURE_VIRTUAL(MatchStarted,);
};