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

41 lines
1.4 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "AbilityTask.h"
#include "OnAnimBPReadyDelegate.h"
#include "FortAbilityTask_WaitAnimBPOverride.generated.h"
class AFortPlayerPawn;
class UAnimInstance;
class UFortAbilityTask_WaitAnimBPOverride;
class UFortGadgetItemDefinition;
class UGameplayAbility;
UCLASS(Blueprintable, MinimalAPI)
class UFortAbilityTask_WaitAnimBPOverride : public UAbilityTask {
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnAnimBPReady OnReady;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSoftClassPtr<UAnimInstance> AnimInstanceWaitingFor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSoftObjectPtr<UFortGadgetItemDefinition> GadgetItemDefWaitingFor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
AFortPlayerPawn* FortPlayerPawn;
UFortAbilityTask_WaitAnimBPOverride();
UFUNCTION(BlueprintCallable)
static UFortAbilityTask_WaitAnimBPOverride* WaitAnimBPOverrideReady(UGameplayAbility* OwningAbility, TSoftClassPtr<UAnimInstance> AnimInstance, TSoftObjectPtr<UFortGadgetItemDefinition> GadgetItemDef);
UFUNCTION(BlueprintCallable)
void OnPawnAnimBPCallback();
UFUNCTION(BlueprintCallable)
void OnFinishedCharacterCustomizationCallback(AFortPlayerPawn* InPawn);
};