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

25 lines
903 B
C++

#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintAsyncActionBase.h"
#include "CreateWidgetAsyncDelegateDelegate.h"
#include "FortAsyncAction_CreateWidgetAsync.generated.h"
class APlayerController;
class UFortAsyncAction_CreateWidgetAsync;
class UObject;
class UUserWidget;
UCLASS(Blueprintable)
class UFortAsyncAction_CreateWidgetAsync : public UBlueprintAsyncActionBase {
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FCreateWidgetAsyncDelegate OnComplete;
UFortAsyncAction_CreateWidgetAsync();
UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
static UFortAsyncAction_CreateWidgetAsync* CreateWidgetAsync(UObject* WorldContextObject, TSoftClassPtr<UUserWidget> UserWidgetSoftClass, APlayerController* OwningPlayer, bool bSuspendInputUntilComplete);
};