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

37 lines
1.3 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "Kismet/BlueprintAsyncActionBase.h"
#include "Engine/EngineTypes.h"
#include "FortAllClientsReadyDelegate.h"
#include "FortAsyncAction_WaitForClientAnnouncement.generated.h"
class AFortClientAnnouncement;
class UFortAsyncAction_WaitForClientAnnouncement;
class UObject;
UCLASS(Blueprintable)
class UFortAsyncAction_WaitForClientAnnouncement : public UBlueprintAsyncActionBase {
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFortAllClientsReady OnAllClientsReady;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFortAllClientsReady OnCanceled;
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FGuid AnnouncementID;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FTimerHandle CheckAllPlayersReadyTimerHandle;
public:
UFortAsyncAction_WaitForClientAnnouncement();
UFUNCTION(BlueprintCallable, meta=(WorldContext="InWorldContextObject"))
static UFortAsyncAction_WaitForClientAnnouncement* WaitForClientAnnouncement(UObject* InWorldContextObject, AFortClientAnnouncement* AnnouncementToWaitFor);
};