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