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

31 lines
1.1 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintAsyncActionBase.h"
#include "FortLoadCurrentSubgameProfilesCompleteDelegateDelegate.h"
#include "FortAsyncAction_LoadCurrentSubgameProfiles.generated.h"
class AFortPlayerController;
class UFortAsyncAction_LoadCurrentSubgameProfiles;
UCLASS(Blueprintable)
class UFortAsyncAction_LoadCurrentSubgameProfiles : public UBlueprintAsyncActionBase {
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFortLoadCurrentSubgameProfilesCompleteDelegate OnSuccess;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFortLoadCurrentSubgameProfilesCompleteDelegate OnFailure;
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
AFortPlayerController* PlayerController;
public:
UFortAsyncAction_LoadCurrentSubgameProfiles();
UFUNCTION(BlueprintCallable)
static UFortAsyncAction_LoadCurrentSubgameProfiles* LoadCurrentSubgameProfiles(AFortPlayerController* NewPlayerController);
};