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

59 lines
1.9 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "CommonUserWidget.h"
#include "FortRewardInfo.h"
#include "Components/SlateWrapperTypes.h"
#include "ECollectionBookRewardStatus.h"
#include "FortCollectionBookGenericRewardWidget.generated.h"
class UFortCollectionBookRewardCardWidget;
class UFortItem;
UCLASS(Abstract, Blueprintable, EditInlineNew)
class UFortCollectionBookGenericRewardWidget : public UCommonUserWidget {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
uint8 bUpdateVisibilityBasedOnRewardExistence: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
ESlateVisibility VisibilityWhenNoRewardSpecified;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
ESlateVisibility VisibilityWhenRewardSpecified;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UFortCollectionBookRewardCardWidget* RewardCardWidget;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
ECollectionBookRewardStatus RewardStatus;
public:
UFortCollectionBookGenericRewardWidget();
UFUNCTION(BlueprintCallable)
void SetRewardStatus(ECollectionBookRewardStatus Status);
UFUNCTION(BlueprintCallable)
void SetRewards(const FFortRewardInfo& Rewards);
protected:
UFUNCTION(BlueprintCallable)
void SetCurrentItemToDisplay(UFortItem* ItemToDisplay);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
void OnRewardStatusChanged(ECollectionBookRewardStatus NewStatus);
public:
UFUNCTION(BlueprintCallable, BlueprintPure)
bool HasRewards() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
ECollectionBookRewardStatus GetRewardStatus() const;
UFUNCTION(BlueprintCallable)
void ClearRewards();
};