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

62 lines
2.1 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "Layout/Margin.h"
#include "FortActivatablePanel.h"
#include "FortCollectionBookProgressionRewardsModalWidget.generated.h"
class UCommonButton;
class UCommonButtonGroup;
class UCommonNumericTextBlock;
class UCommonTextBlock;
class UFortCollectionBookProgressionRewardDetailInspectWidget;
class UFortItem;
class UVerticalBox;
UCLASS(Abstract, Blueprintable, EditInlineNew)
class UFortCollectionBookProgressionRewardsModalWidget : public UFortActivatablePanel {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSoftClassPtr<UFortCollectionBookProgressionRewardDetailInspectWidget> RewardWidgetClass;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FMargin RewardWidgetPadding;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 NumRewardsToShow;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UVerticalBox* RewardBoxWidget;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UVerticalBox* MajorRewardBoxWidget;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UCommonTextBlock* XPTextWidget;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UCommonNumericTextBlock* LevelTextWidget;
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UCommonButtonGroup* ButtonGroup;
public:
UFortCollectionBookProgressionRewardsModalWidget();
protected:
UFUNCTION(BlueprintCallable)
void OnSelectedButtonChanged(UCommonButton* SelectedButton, int32 ButtonIndex);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
void OnLevelProgressionSet(int32 CurrentLevel, float NextLvlPct, int32 MaxAchievedLevel);
UFUNCTION(BlueprintCallable)
void OnInputMethodChanged(bool bUsingGamepad);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void InspectItemBP(UFortItem* Item);
};