#pragma once #include "CoreMinimal.h" #include "FortDialogDescription.h" #include "FortNotificationHandler.h" #include "FortDialogNotificationHandler.generated.h" UCLASS(Blueprintable) class FORTNITEGAME_API UFortDialogNotificationHandler : public UFortNotificationHandler { GENERATED_BODY() public: DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnActionComplete); UPROPERTY(BlueprintAssignable, BlueprintCallable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FOnActionComplete OnAccepted; UPROPERTY(BlueprintAssignable, BlueprintCallable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FOnActionComplete OnDeclined; UPROPERTY(BlueprintAssignable, BlueprintCallable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FOnActionComplete OnTimedOut; protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FFortDialogDescription DialogDescription; public: UFortDialogNotificationHandler(); UFUNCTION(BlueprintCallable, BlueprintCosmetic, BlueprintNativeEvent) void Timeout(); UFUNCTION(BlueprintCallable, BlueprintCosmetic) void SetDialogDescription(FFortDialogDescription InDialogDescription); UFUNCTION(BlueprintCallable, BlueprintCosmetic, BlueprintNativeEvent) void Decline(); UFUNCTION(BlueprintCallable, BlueprintCosmetic, BlueprintNativeEvent) void Accept(); };