#pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "FortAvailableScriptedAction.h" #include "FortClientEvent.h" #include "FortClientEventInterface.h" #include "FortClientEventName.h" #include "FortScriptedActionManager.generated.h" class AFortScriptedAction; class UObject; UCLASS(Blueprintable) class FORTNITEGAME_API AFortScriptedActionManager : public AActor, public IFortClientEventInterface { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray ActiveScriptedActions; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray AvailableScriptedActions; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray PendingAvailableScriptedActions; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray PendingClientEvents; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool bIsProcessingClientEvent; public: AFortScriptedActionManager(); UFUNCTION(BlueprintCallable, BlueprintCosmetic) void HandleClientEvent_Undefined(UObject* EventSource, UObject* EventFocus, const FFortClientEvent& ClientEvent); // Fix for true pure virtual functions not being implemented };