#pragma once #include "CoreMinimal.h" #include "UObject/Object.h" #include "UObject/NoExportTypes.h" #include "OnProcessCompleteDelegate.h" #include "ProcessHitActorDelegate.h" #include "ShouldCancelOverlapProcessDelegate.h" #include "AsyncOverlapQueue.generated.h" class AActor; UCLASS(Blueprintable) class FORTNITEGAME_API UAsyncOverlapQueue : public UObject { GENERATED_BODY() public: UAsyncOverlapQueue(); UFUNCTION(BlueprintCallable) void ThrottledAsyncSphereOverlapActors(AActor* ContextActor, const FVector& Location, const float Radius, const TArray& ActorsToIgnore, FShouldCancelOverlapProcess ShouldCancelProcess, FProcessHitActor ProcessHitActorFunction, FOnProcessComplete CompletionFunction); UFUNCTION(BlueprintCallable) static void AsyncSphereOverlapActors(AActor* ContextActor, const FVector& Location, const float Radius, const TArray& ActorsToIgnore, FShouldCancelOverlapProcess ShouldCancelProcess, FProcessHitActor ProcessHitActorFunction, FOnProcessComplete CompletionFunction); };