Files
FNGameProj/Source/FortniteGame/Public/FortAbilityTask_CommitAccountCosts.h
2024-01-21 00:41:14 +01:00

43 lines
1.4 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "AbilityTask.h"
#include "CommitAccountCostsDelegateDelegate.h"
#include "FortAbilityTask_CommitAccountCosts.generated.h"
class UFortAbilityTask_CommitAccountCosts;
class UGameplayAbility;
UCLASS(Blueprintable, MinimalAPI)
class UFortAbilityTask_CommitAccountCosts : public UAbilityTask {
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FCommitAccountCostsDelegate OnCommitted;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FCommitAccountCostsDelegate OnFailed;
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bWasCancellable;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bRequestPending;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bCommittedLocally;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FString PlayerName;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FString AbilityName;
public:
UFortAbilityTask_CommitAccountCosts();
UFUNCTION(BlueprintCallable)
static UFortAbilityTask_CommitAccountCosts* CommitAccountCosts(UGameplayAbility* OwningAbility);
};