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

28 lines
896 B
C++

#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintAsyncActionBase.h"
#include "EMeshNetworkNodeType.h"
#include "MeshNetworkReadyAsyncDelegateDelegate.h"
#include "FortAsyncAction_MeshNetworkReady.generated.h"
class UFortAsyncAction_MeshNetworkReady;
class UObject;
UCLASS(Blueprintable)
class UFortAsyncAction_MeshNetworkReady : public UBlueprintAsyncActionBase {
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FMeshNetworkReadyAsyncDelegate OnReady;
UFortAsyncAction_MeshNetworkReady();
UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
static UFortAsyncAction_MeshNetworkReady* MeshNetworkReadyAsync(UObject* WorldContextObject);
private:
UFUNCTION(BlueprintCallable)
void HandleMeshNetworkTypeSet(EMeshNetworkNodeType NodeType);
};