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39 lines
1.3 KiB
C++
39 lines
1.3 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "Kismet/BlueprintAsyncActionBase.h"
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#include "FortAsyncAction_PartyDisplayManager_SetupPrefabVisuals.generated.h"
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class AFortPlayerPawn;
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class APartyDisplayManager;
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class UFortAsyncAction_PartyDisplayManager_SetupPrefabVisuals;
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class UFortItem;
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UCLASS(Blueprintable)
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class UFortAsyncAction_PartyDisplayManager_SetupPrefabVisuals : public UBlueprintAsyncActionBase {
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GENERATED_BODY()
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public:
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FDelegate, UFortItem*, Item, FGuid, RequestId);
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FDelegate Completed;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFortItem* Item;
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public:
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UFortAsyncAction_PartyDisplayManager_SetupPrefabVisuals();
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UFUNCTION(BlueprintCallable)
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static UFortAsyncAction_PartyDisplayManager_SetupPrefabVisuals* SetupPrefabVisuals(const APartyDisplayManager* Target, const UFortItem* NewItem, const FGuid& RequestId);
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private:
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UFUNCTION(BlueprintCallable)
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void OnRequestedCustomizationComplete(AFortPlayerPawn* Pawn);
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UFUNCTION(BlueprintCallable)
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void OnPreviousCustomizationComplete(AFortPlayerPawn* Pawn);
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};
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