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https://github.com/FortniteModdingHub/FNGameProj.git
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44 lines
1.5 KiB
C++
44 lines
1.5 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Styling/SlateBrush.h"
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#include "ActionTextPair.h"
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#include "FortClientAnnouncement.h"
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#include "FortClientAnnouncementData_Keybinding.h"
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#include "FortClientAnnouncement_Keybinding.generated.h"
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UCLASS(Blueprintable)
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class FORTNITEGAME_API AFortClientAnnouncement_Keybinding : public AFortClientAnnouncement {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_KeybindingData, meta=(AllowPrivateAccess=true))
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FFortClientAnnouncementData_Keybinding KeybindingData;
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AFortClientAnnouncement_Keybinding();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void SetTitleText(FText TitleText);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void SetIcon(FSlateBrush& Icon);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void SetDisplayTime(float DisplayTime);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void SetDetailText(FText DetailText);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void ResetGamepadActionTextPairList();
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protected:
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UFUNCTION(BlueprintCallable)
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void OnRep_KeybindingData(const FFortClientAnnouncementData_Keybinding& PreviousKeybindingData);
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public:
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void AddGamepadActionTextPair(FActionTextPair Pair);
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};
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