Files
UnrealEvent/Project/Source/FortniteUI/Public/AthenaCustomizationScreenBase.h
2026-04-22 15:51:07 +02:00

51 lines
1.5 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "EAthenaCustomizationCategory.h"
#include "FortActivatablePanelWithItemPreview.h"
#include "AthenaCustomizationScreenBase.generated.h"
class UAthenaCosmeticAccountItem;
class UFortItem;
UCLASS(Abstract, Blueprintable, EditInlineNew)
class UAthenaCustomizationScreenBase : public UFortActivatablePanelWithItemPreview {
GENERATED_BODY()
public:
protected:
UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
FText CategoryDisplayNames[18];
UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
FText ItemTypeDisplayNames[18];
UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
int64 LastProfileRev;
public:
UAthenaCustomizationScreenBase();
UFUNCTION(BlueprintCallable)
void ShiftItemsVariantOption(UAthenaCosmeticAccountItem* Item, int32 VariantChannelIndex);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void ProcessLoadoutChanged();
protected:
UFUNCTION(BlueprintCallable)
void HandleLoadoutChanged();
UFUNCTION()
void HandleInventoryUpdated(const TSet<FString>& ItemChangeFlags, int64 ProfileRevision);
public:
UFUNCTION(BlueprintCallable)
FText GetItemTypeDisplayNames(EAthenaCustomizationCategory InCategory);
UFUNCTION(BlueprintCallable)
UFortItem* GetFavoriteItemForCategory(EAthenaCustomizationCategory CustomizationType, int32 SubslotIndex);
UFUNCTION(BlueprintCallable)
FText GetCategoryDisplayName(EAthenaCustomizationCategory InCategory);
};