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

44 lines
1.5 KiB
C++

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