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

39 lines
1.3 KiB
C++

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