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