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

45 lines
1.3 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "AthenaEventScreenBase.h"
#include "Templates/SubclassOf.h"
#include "AthenaEventMatchActiveGridScreenBase.generated.h"
class UAthenaEventMatchTeamWidgetBase;
UCLASS(Abstract, Blueprintable, EditInlineNew)
class UAthenaEventMatchActiveGridScreenBase : public UAthenaEventScreenBase {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSubclassOf<UAthenaEventMatchTeamWidgetBase> TeamWidgetClass;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
TArray<UAthenaEventMatchTeamWidgetBase*> ActiveTeams;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 MaxNumColumns;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 MaxTeamCount;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 MaxTeamSize;
public:
UAthenaEventMatchActiveGridScreenBase();
protected:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnTeamEliminated_BP();
private:
UFUNCTION(BlueprintCallable)
void OnTeamEliminated(int32 InSquadId);
protected:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnTeamChanged_BP();
};