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